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Premiere 

U.SA. $195 

Canada $4.50 



iii 




C.wutiiiud,. 



M I I 



6594B' 



Meet Amiga's First Family 

A family of powerful peripherals by Tecmar 




Add a powerful 1MB multifunction expansion module, 20MB hard disk, 20MB tape 
backup, and 2400 baud Hayes® compatible modem. Expand your processing, filing, 
and communications with our peripheral family. They're ready for you now. Great 
products. Great support. Great prices. Check us out at your nearest Amiga dealer. 
The best can be yours! 



Multifunction Expansion Module 

T-card'" snaps on your Amiga to give you memory up to 1MB, 
clock/calendar with standby battery, serial port, parallel or SASI 
port, buffered bus expansion port, and built-in power supply. 
Power peripherals don't get any better. T-card is awesome! 




20MB Hard Disk 

T-disk™ sits on your Amiga taking no valuable desk space to 
provide almost unlimited file capacity. Inside its sleek package, 
T-disk houses a 3V4 inch hard disk with controller. A shielded' 
cable connects T-disk to T-card's SASI port. Lights show you the 
disk's power, select, and write status. T-disk is simple, powerful, 
and best of all — low cost. 




20MB Tape Backup 

When you move beyond floppies to Tecmar's powerful 20MB T- 
disk, you'll want a fast, reliable tape backup system. T-tape" 
backs up T-disk's 20MB's in just a few minutes. And, if power loss 
or operator error accidently erases your most treasured data, 
you get selective file restoration: T-tape's handsome package 
interlocks with T-disk. Lights show track number and tape 
direction plus read, write, door, and power status. T-tape is truly 
state-of-the-art with a unique single reel cartridge, exceptional 
performance, and a very low price. 



2400 Baud Modem 

T-modem™ brings fast and simple communications to your 
Amiga. Hayes compatibility with selectable 300, 1200 and 2400 
baud rates makes the world a little smaller and a lot easier to talk 
to. T-modem provides tone decoding, off-hook detection, and 
interface 1o Amiga's audio circuits. The high-styled package 
interlocks with T-disk and T-tape to make a single unit. 



Hayes is a registered trademark o! Hayes Microcomputer Products Amiga is a trademark of 
Commodore/Amiga, Inc T-disk. T-lape. and T-modein are trademarks of Tecmar, Inc '1985 
Tecmar. Inc All rights reserved 








Call us at 216/349-1009 for the location of the dealer nearest you. 



■ iGcm3,r 

THE POWER BEHIND THE PC 



6225 Cochran Road Solon, Ohio 44139 



Circle 5 on Reader Setvice card. 



AMIGA 




» 





Volume 1, Number 1, Premiere 1985 



Features 



14 A First Look at the Amiga 

By Margaret Morabito 

Margaret Morabito answers the ques- 
lion "Jusl what is an Amiga, anyway?" in 

this comprehensive article that outlines 
the many features of the Amiga, giving 
you an overview of this remarkable 
new computer, 

36 What If. . . 

By Guy Wright 

The Amiga is going to open new 
worlds of computer wonder — it is just a 
matter of time before the Amiga turns 
"what if" into "what is." 

44 Amazing Graphics 

Sit back, strap yourself in and prepare to 
be dazzled! This graphics spread will show 
vou jnsi some of the Amiga's graphics 
capabilities. It's a visual banquet that will 
leave vou craving for more. 



2 Premiere 19S5 



■ Articles 

5 b Stimulating Simulations: 

Electronic Arts Gets Involved 
with the Amiga 

By Jim Forbes 

A look inside Electronic Arts, a 
renowned software developer with 
plenty of creative talent and vision, 
plus a chat with companv president 
Trip Hawkins. 

Sounds Like 

By Guy Wright 

This article will play for you the open- 
ing bars of an Amiga symphony that 
should bring down the house. 

A Peek at the 68000 
By Brian Epstein 

This article takes a look at the heart of 
the Amiga computer — the Motorola 
68000 chip, 

1 The Amiga as a Teaching Tool 

By Guy Wright 

The Amiga will enhance and enliven 
the learning process for a new genera- 
tion of students — and not just in the 
classroom. 



72 



76 




86 



90 



96 



Avision 

PublishSf Stephen Twombly '< 
the gerisis of AmigaWbrld. JK 

Zeitgeist ' 

Hello, tlw*HSjiayp«ftlitor speakl rgRSB EE 

thoughts on a new world of computing. 

Amiga Solutions 

AmigaWbrUCs resident doubting Thomas 
gets his first look at the new machine. 



Departments 



Digital Canvas 

Amiga artist jack Haeger shows what 
can be done with an Amiga, a mouse 
and a lot of creative talent. 

Help Key 

Questions about the Amiga, answered 
by the experts. 

List of Software 

Software packages available (and some 
to be released soon) for the Amiga. 

Coming Next Issue 







AmigaWorld 3 



AMIGA 




Volume 1, Number 1, Premiere 1985 



Publisher 
Stephen Twombly 

Editor-in-Chief 
Guy Wright 

Managing Editor 
Shawn Lafiamme 

Assistant Editor 

Vinoy Laugh ner 

Associate Editor 

Swain Pratt 

Contributing Editors 

Marilyn Annucci, Harold Bjornsen, 

Dennis Brisson, Margaret Morabito, 

Susan Tanona 

Advertising Sales Manager 

Stephen Robbins 
Sales Representative 
Ken Blakeman 
Ad Coordinator 
Heather Paquette 
1-800-441-4403 
Marketing Coordinator 
Wendie Haines 
West Coast Sales 
Giorgio Saluti, manager 
1415-328-3470 
1060 Marsh Road 
Menlo Park, CA 94025 



BE 
Cover 

Design: Glenn A. Suokko 
Photography: Edjudice 

Design < ionsultant: Christine Di \trempes 
Separation: Ultra Scan 
Priming: Brimtn Printing 



4 Premiere 1985 



Chairman 
James S. Povec 

President 

Debra Wetherbee 

Vice-President/Finance 

Roger Murphy 

Assistant General Manager 

Matt Smith 

Assistant To VP/Finance 

Dominique Smith 

Executive Creative Director 

Christine Destrempes 

Director of Circulation 

William P. Howard 

Circulation Manager 

Frank S. Smith 

Direct & Newsstand Sales Manager 

Raino Wirein 

800-343-0728 

Director of Credit Sales & Collections 

William M. Boyer 

Art Director 
Glenn A. Suokko 
Editorial Design 
Glenn A. Suokko 
Production/Advertising Supervisor 
Rosalyn Scribner 
Graphic Design Assistants 
Anne Dillon, Karla Whitney 

Graphic Services Manager 
Dennis Christensen 
Film Preparation Supervisor 
Robert M. Villeneuve 
Typesetting Supervisor 
Linda P. Canale 

Manufacturing Manager 
Susan Gross 



AmigaWorld (ISSN 0883-2390) is an independent 
journal not connected with Commodore Business 
Machines, Inc. AmigaWbrld is published bimonthly 
by C\V Communications/Peterborough, Inc., 80 

Pine St., Peterborough. Ml 03458. U.S. subscription 
rale is SI 9.97. one year. Canada and Mexico S22.97, 
one year. U.S. funds drawn on U.S. bank only. 
Foreign Surface 539.97. Foreign Air Mail S74.97. 
U.S. funds drawn on U.S. bank. Second class postage 
pending al Peterborough, NH. and at additional 
mailing offices. Phone: 603-924-9471. Entire con- 
tents copyright 1985 by CVV Communications/Pe- 
terborough. Inc. No part of this publication may 
be printed or otherwise reproduced without written 
permission from tin- publisher. Postmaster: Send ad- 
dress changes to AmigaWorld. Subscription Seniles. 
PO Box 954, Famtingdalc, NY 1 17:5"). Nationally dis- 
tributed bv International Circulation Distributors. 
AmigaWorld makes every effort to assure the accuracy 
of articles, listings and circuits published in the mag- 
azine. AmigaWorld assumes no responsibility for dam- 
ages due to errors or omissions. 

AmigaWorld is a member ol the C\V Comutuuica- 
lions/I nc. group, the world's largest publisher of 
computer-related information. The group pub- 
lishes 57 computer publications in more than 20 
major countries. Nine million people read one or 
more of the group's publications each month. Mem- 
bers of the group include: Argentina's Computer- 
world/Argentina; Asia's The Asian Computerworld: 
Australia's Computerworld Australia. Australian 1'C. 
World. Macworld and Directories; Bra/i I' s Da tti.Xnes an d 
MicroMundo: China's Chirm Computerworld; Den- 
mark's CompulerworlaVDanmark. PC World and HI'S 
(Commodore); Finland's Mikrtr, France's 1/ Monde 
Informatiqtte, Golden (Apple). OPC (IBM) and Distrib- 
utique; Genua nv's Cotnputeneoche, Microcompttterweti, 
PC Welt, SaftwareMarkt, CAY Edition/Seminar. Computer 
Business, RUN and Apple's; Italy's Computerworld Italia 
and PC Magazinr. Japan's Cvmputerworld japan; Mex- 
ico's Computerworld/Mexico and CompuMundo; The 
Netlterlatid's CompuUrWjrld Benelux and I'C World 
Benelux: Norway's Computerworld Norge, PC World and 
RUX (Commodore); Saudi Arabia's Saudi Comput- 
erworld; Spain's CompulenenrldJEspaha. Miirosistemas/ 
I'C. World and Commodore World; Sweden's 
ComputerSweden, Mikrmtntorn. and Svenska PC; the 
UK's Computer Management. Computer News, PC Bust- 
ness World and Computer Business Europe: the U.S.' 
AmigaWorld, Computeru'orld. Focus Publications., HOT 
CoCa, inCider. InfoWorld. Mac World. Micro Mw 'krlworld. 
On Communications. PC World, RUN, 73 Magazine. SO 
Micro: Venezuela's Computerworld Venezuela. 

Manuscripts: Contributions in the form ol manu- 
scripts with drawings and/or photographs are wel- 
come and will be considered for possible 
publication. AmigaWinld assumes no responsibility 
for loss or damage to any material. Please enclose 
a self-addressed, stamped envelope with each sub- 
mission. Payment for the use of any unsolicited 
material will be made upon acceptance. All contri- 
butions and editorial correspondence (typed and 
double-spaced, please) should be- directed to 
AmigaWorld Editorial Offices. 80 Pine Street. Peter- 
borough, NH 03458; telephone: 603-924-9471. Ad- 
vertising Inquiries should be directed to 
Advertising Offices. CVV Communications/Peter- 
borough, Inc.. Klin Street, Peterborough. Nil 03458; 
telephone: 800-441-4403. Subscription problems or 
address changes: Call 1-800-344-0015 ot write to 
AmigaWorld. Subscription Department. PO Box 868, 
Farmingdaie, NY 1 I 7:57, Problems with advertisers: 
Send a description of the problem and your current 
address to: AmigaWorld, Kim Street. Peterborough. 
Nl! 03458. ATTN.: Rita H. Rivard, Customer Service 
Manager, or call I -81)0-44 1-4403. 



Circle 3 on Reader Service card. 



Amiga knocked 
our socks off. 



Security is important in our business. So writ 
ing the tutorial program for the new Commodore 
Amiga was a special challenge. 

We couldn't tell anyone about 
Amiga graphics. Amiga stereo 
sound. Amiga power. 
Amiga speed, 

We couldn't even say 
the word Amiga to our 
closest friends. 

Now we can officially 



welcome Amiga. And greet the readers of 
AmigaWorld.The only remaining secret concerns 
the new software we're about to introduce for 
Amiga. Mindscape's Keyboard Cadet™ and 
The Halley Project™ are coming soon. 
So hold on to your socks. 
•^ And your hat, 



Mindscape 

ftware that challenges the J. mind. 




Mindscape, Inc., 3444 Dundee Rd., North brook, IL 60062 

\<rugn is a registered trademark of Commodore Business Machines. Keyboard Cadet and The Halley Project are trademarks of Mindscape, Inc. ©1985 Mindscape. Inc. All Rights Reserved. 



A message from a leading software publisher. 



Why Electronic Arts 




5 



; Committed to the Amiga. 



In our first two years, Electronic Arts has emerged as a leader of 
the home software business. We have won the most product quality 
. awards— over 60. We have placed the most Billboard Top 20 
titles— 12. We have also been consistently profitable in an industry 
beset by losses and disappointments. 

Why, then, is Electronic Arts banking its hard won gains on an 
unproven new computer like the Amiga? 

The Vision of Electronic Arts. 

We believe that one day soon the home computer will be as important 
as radio, stereo and television are today. 

These electronic marvels are significant because they bring faraway 
places and experiences right into your home. Today, from your living 
room you can watch a championship basketball game, see Christopher 
Columbus sail to the New World, or watch a futuristic spaceship 
battle. 

The computer promises to let you do much more. Because it is 
interactive you get to participate. For example, you can play in that 
basketball game instead of just watching. You ran actually be Christopher 
Columbus and feel firsthand what he felt when he sighted the New 
World. And you can step inside the cockpit of your own spaceship. 

But so far, the computers promise has beer, hard to see. Software 



has been severely limited by the abstract, blocky shapes and rinky- 
dink sound reproduction of most home computers. Only a handful 
of pioneers have been able to appreciate the possibilities. But then, 
popular opinion once held that television was only useful for 
civil defense communications. 

A Promise of Artistry. 

The Amiga is advancing our medium on all fronts. For the first time, 
a personal computer is providing the visual and aural quality our 
sophisticated eyes and ears demand. Compared to the Amiga, using 
some other home computers is like watching black and white television 
with the sound turned off. 

The first Amiga software products from Electronic Arts are near 
completion. We suspect you'll be hearing a lot about them. Some 
of them are games like you've never seen before, that get more out 
of a computer than other games ever have. Others are harder to 
categorize, and we like that. 

For the first time, software developers 
have the tools they need to fulfill the 
promise of home computing. 

Two years ago, we said, "We See 
Farther' Now Farther is here. 




ELECTRONIC ARTS'" 




Dr J and Larry Bird Go One-On-One 

The number one software sports game 
of all rime. Shoot as accurately as Larry 

Bird, slam dunk like the Doctor, while 

you're cheered on by the victory chants 

of the Boston Garden crowd. 




Skyfox" 1 

Get in the spaceship arid fly Out your 

window or on your radar screen you 

have but split-seconds to appreciate the 

fierce beauty of enemy jets and tanks. 




Seven Cities of Gold '" 
Be Christopher Columbus and discover 

the New World. Leant history and 
Kcography or generate your own random 

new worlds to explore. 




Archon 

A new kind of computerized board game, 

like chess with wizards and dragons for 

pieces. Rut when (MW lands on another, 

they have to fight a white-knuckled 

action battle. 



DELUXE VIDEO 

CONSTRUCTION SET 



rm 



Deluxe Video Construction Set*" 

Be your own video director for business 

presentations or just for fun. Set up 

special effects^ animated computer 

graphics, sound effects and rides — even 

record them to videotape for use 

with a VCR 




Arcticfcx™ 

Vbu Command the advanced and deadly 

tank of the future - the Arctkfox. A 

first person tank combat game with all 

the stunning graphics and sound of the 

ben 3-D simulations, 




Return to Adaruis 1 " 

Play Indiana Cousieau. oceanic hero, in 

this three dimensional simulation under 

the seven seas. 




Marble Madness™ 
Bar the first time, the home version of 

a coin-op aTcade game is just as good 

as. the original. Same graphics. Same 

sound And you can play it in your 

bathrobe. 



For detail* about availability see yuur Amiga uftware dealer nr call us at |4i5| 572-ARTS. Rir a pjoJuct catalog send $.50 and a stamped. setf-addreswd envelope to; Electronic Arts. Amtpi Catalog Offer. 17SS Campus 
Drive. San M«eo. CA 94403 Amiga is a Trademark of Commodate Business Machines Skytox. Seven Cities of Cold. Delude Video Construction Set, Aretirio*. Return to Atlantis and Electronic Arts ate trademarks 
of Electronic Am Marble Madness is a trademark of Atari Games, fnc 



Circle 2 on Header Service card. 




By Steve Twombly 

In December of 1984, I had 
my first look at an Amiga proto- 
type at the company's headquar- 
ters in Los Gatos, CA. Although 
the Amiga was still unfinished, 1 
was given a demonstration of its 
sound and graphics capabilities. 
I was overwhelmed. When I 
learned what features were yet 
to come for business users and 
what this new machine would 
retail for, I was convinced it 
would be the most advanced mi- 
crocomputer to come on the 
market in 1985 and 1986. 

The developers at Amiga had 
been working on this new micro 
for more than two years before 
I saw the prototype. They had 
been propelled by a vision that 
a supermicro could be built and 
delivered in high volume at an 
unprecedented low price. They 
wanted to create a supermicro 
that would fully exploit the ca- 
pabilities of Motorola's 68000 
microprocessor and stim- 
ulate the consumer market- 
place. The Amiga was designed 
to create new markets and 
reach new consumers. 



For me, the Amiga vision 
became a compelling urge to 
bring to market a dedicated 
publication that would feature 
this astounding computer. Im- 
mediately, a small team of us 
began to conceive a new maga- 
zine to cover the Amiga. We 
were all of one mind: Because 
the Amiga is a unique machine, 
it needs an equally unique mag- 
azine. AmigaW'orltl lives up to 
that billing. 

Software developers, too, 
were impressed with the new 
Amiga. They saw the opportu- 
nity to develop on the Amiga 
the most advanced and exciting 
software imaginable. Some of 
their products are now available 
and many are yet to come, but 
their enthusiasm is typical of 
that found at Amiga headquar- 
ters. Commodore and here at 
CW/Peterborough. 

The new Amiga will become a 
necessity in a variety of markets. 
It will be a powerhouse for run- 
ing business applications due to 
its incredible speed, easily ex- 
pandable memory and multi- 
tasking capability. As a creativ- 



ity and produciivity tool, die 
Amiga is unsurpassed and will be 
frequently used in performing 
spreadsheet, database, graphics 
and word processing applications. 
The development of integrated 
and "expert" software programs 
will reach new horizons with the 
Amiga. The Amiga's range of ca- 
pabilities is si i broad thai il will 
become a critical addition lo spe- 
cialized professions, such as archi- 
tecture, advertising. CAD 
(computer-aided desigiO. market- 
ing, film and video, music and 
many more. 

Both the professional and 
home user will find il ea-^ in 
create software that takes full 
advantage of Amiga's amazing 
speed, graphics, animation and 
sound. When you add this to 
the multi-tasking DOS and user 
interface with overlapping win- 
dows, the variable color and 
screen resolutions, icons ;uid 
pop-down menus, you have a 
computer with programming ca- 
pabilities unlike an) other. 

The Amiga was designed with 
the future in mind, lis philoso- 
phy is expandability with conti- 
nuity. The microprocessor can 
be upgraded, as can the custom 
( hips. I he Amiga's memon is 
expandable without affecting its 
design. Its open architecture 
and multitasking DOS will 
open new dimensions in third- 




<V Premiere 1985 




party development of both pe- 
ripherals and software. As a re- 
sult, the Amiga will grow over 
the next five years without los- 
ing software and peripheral 
compatibility, and users need 
not fear obsolescence. 

Amiga makes real what had 
previously been only a vision in 
the microcomputing world, lie- 
fore the Amiga, such power, 
speed, sound, color and anima- 
tion capabilities weren't com- 
mercially available for under 
$20,000. Now, everyone will 
have an opportunity «> experi- 
ence this computing break- 
through. We at AmigaWorid 
believe this opportunity will 
provide a great deal of excite- 
ment for many years lo conn-. 
As you look through and read 
the pages of AmigaWorid, 1 ihiitk 
you'll see what I mean. 

As we explore the Amiga, re- 
member i Inn this first issue pro- 
vides only a glimpse of what is 
to come. The future is here. 



AmigaWrrld 9 




By Guy Wright 

AmigaWorld. Whew! It has 
been quite an effort putting to- 
gether a new magazine for a new 
machine that wasn't even finished 
at the time we went to press. I he 
official word that we were defi- 
nitely doing a magazine didn't 
come through until the beginning 
of May (roughly a month after the 
time we should have had all the 
articles typeset and ready to send 
to the printer). That meant a lot 
of scrambling around, a lot of dig- 
ging, a lot of weekends, late 
nights, last-minute plane nips to 
California, New York, Pennsylva- 
nia. Illinois and enough phone 
calls to give us all cauliflower ears. 

In main ways, starting up a 
magazine is pretty close to what 
you might imagine it would be. 
The frantic pace, the cups of 
cold coffee, the stories coming 
in late, the last-minute deci- 
sions, the telephone reports 
from the coast and the thou- 
sands of details that have to be 
tended to. Hut I am certain you 
would be more than a bit sur- 
prised if vim came up here, to 
the hills of southwestern New 
Hampshire, and saw the offices 
and met the people behind 
AmigaWorid. 

There is no steel and glass. 
no 40-story office building with 
hundreds of frenetic reporters 
and grumpy editors. No copy- 
boys dashing around with last- 
minute stories. There aren't 
dozens of clacking typewriters 

or smoke-filled r ns, and the 

phones only ring W percent of 
the time. Instead, we have a 
converted New England farm- 
house with wooden floors. 
There's a handful of editors and 



a few writers, many of whom 
work at home and send in their 
stories via modems or word 
processors and printers. It's a 
curious mixture of country and 
technology. 

But the key to AmigaWorld is 
the people who did all the run- 
ning around, word processing, 
telephoning, designing, editing, 
typesetting, organizing and so 
on. There are also quite a num- 
ber of people not on the 
AmigaWorld staff who helped 
make this first issue possible. 
The people at Commodore- 
Amiga who let us come and see 
the machine before it was ready, 
who answered our questions, 
who did the interviews when 
they didn't really have time to 
spare, who stayed up late wait- 
ing for calls or got up extra 
early because of the three-hour 
time-zone difference between 
California and New Hampshire, 
who answered our questions, 
who helped get the right screen 
shots, who helped us get in 
touch with the right people, 
who photocopied stacks of ma- 
terial and then did it again 
when something was changed, 
and who answered still more 
questions. 

We asked a lot of questions. 
A lot of questions. We hope we 
asked about the things you are 
interested in. (But if we haven't, 
then you can always write to us 
and we'll try and get the kinds 
of answers you're seeking.) 
There are still thousands of 
questions that we haven't asked 
yet and thousands of pages of 
information yet to be printed. 

But our whole job wasn't and 
isn't just asking questions. We 



have to take those questions 
and turn them into articles that 
make sense. Distill the informa- 
tion and transform it into some- 
thing meaningful. Our goal is to 
provide you with useful, enter- 
taining, understandable infor- 
mation and ideas. Articles that 
reveal the inner workings of the 
Amiga from Commodore with- 
out a confusing array of techno- 
talk. Just as you shouldn't have 
to know how to rebuild a car- 
buretor to drive a car, you 
shouldn't need a degree in com- 
puter science or mathematics to 
use the power and versatility of 
the computer. 

At the same time, we know 
that you are probably above av- 
erage in intelligence (after all. 
you're reading this magazine, 
aren't you?) and don't need to 
be spoonfed. Computers are 
not simple machines, hut nei- 
ther are they incomprehensible, 
And while the focus of Amiga- 
World is (oddly enough) the 
Amiga computer, we'll be going 
far beyond dissecting the 
machine. 

We will explore the ways an 
Amiga can be used for enhanc- 
ing life; for increasing produc- 
tivity in business, school and 
home; for bringing out creativ- 
ity in music, graphics and even 
business; for saving you money 
and time; for amusement; for 
education; for communication; 
and for the thousands of things 
no one has thought of yet. 1 he- 
things that you will be thinking 
about. 

That's the exciting thing 
about the Amiga computer. It is 




Illustration by Jack Haeger 



Ki Premiere 1985 




a catalyst for the future of com- 
puting. A tool that will bring us 
into the next age. And the best 
ideas are going to come from 
the people who own and use 
the computer every day. That is 
the challenge I put to you now. 
Do something with your Amiga 
that is the very best ever done. 
Whatever it is. We are going to 
be putting out the best maga- 
zine we can, to let you know 
what others are doing with their 
Amigas and to let others know 
what you are doing with yours. 
Do vour best, because now 
there is a machine that can 
match vour imagination. 

This first issue of AmigaWorld 
will look into the future a little. 
Rather [ban detailing the var- 
ious commands and specifics, 
we'll sit back and let the Amiga 
show off a little. We will focus 
on its capabilities and what they 
will mean to you. We'll loll you 
a bit about its power and versa- 
tility. But, with any new project, 
there will be last-minute 
changes and alterations, so let 
me apologize right now for any 
inaccuracies in this first issue. 

The things we will show you 
and tell you about the Amiga 
will convince even the most ada- 
mant cynic that the Amiga com- 
puter is the next wave, and 
we're all bound to get a little 
wet. There is no other com- 
puter 1 would rather be in- 
volved with and no other 
magazine. Welcome to 
AmigaWorld. 

I would also like to give a 
special thanks to the entire staff 
of RUN magazine for their pa- 
tience and invaluable assistance. 



AmigaWorld II 







M 



i aximiUian'", from Tardis Software, is a 
breakthrough in software synergy, providing 
the standard set of business functions integrated 
but not hardwired together. 

Our standard modules, spreadsheet with 
data base, word processor, graphics, and com- 
munications solve your day-to-day business 
problems. 

But power users need features that compli- 
cate integrated packages, or limit them if left 
out. 

Maximillian provides the unprecedented 
ability to upgrade to our Maxi+ modules in- 
dependently, to provide a custom price/per- 
formance mix to exactly suit your needs. 

And, using MaxiShare", Maximillian can do 
what no other package does: Share data in 
real-time across the office or across the country! 

Each module can be used stand-alone, but 
when two or more are used together MaxiNet" 
is active. 

The same MaxiNet'" also handles communi- 
cation with another Maximillian to implement 
MaxiShare : " 



EACH IS A REPLACEABLE PLUG-IN SOFTWARE MODULE. 

MaxiCalc™ MaxiWord™ MaxiGraph™ MaxiTerm 1 




Maiirmllian, MamCalc. MaxiWord, MaxiGraph and MaxiTerm are trademarks of Tardis Sohware 



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Ask us about the Amiga Programmer's Library, 
available now. 




Circle 18 on Reader Service card. 



A First Look at the Amiga 



B\ Margaret Morabito 



The Custom graphics 
chip and the custom ani- 
mation chip make possi- 
ble the Amiga's superior 
graphics output, which 
\vu can fully utilize on a 
home television set as 
welt as on an RGB mon- 
itor. Also available are 
multidimensional dis- 
play'; selection of up to 
4,096 colors and quality 
resolution equivalent to 
a fine color television. 



The Amiga computer from Commodore-Amiga. Inc., 
a subsidiary of Commodore International, Kid., is the 
first in a new line of personal/business computers, tak- 
ing a giant leap forward in single-station multi-tasking, 
computer graphics and sound. 

Based on the Motorola (5801(1) microprocessor, the 
Amiga is different from oilier computers using this proces- 
sor because its intricate network of built-in hardware fea- 
tures lets the 08000 run at full .speed most of the time. 
Three custom chips, one of which contains a co-processor, 
do much of the work, handling most of the burden of 
implementing the Amiga's graphics and sound features, as 
well as input/output operations. These custom chips allow 
the Amiga to outperform any other multi-tasking personal 
computer on the market today. 

Another difference between the Amiga and other 
08000 machines is that it can address eight megabytes 
of memory. Additionally, the Amiga is a completely 
open system. Its internal architecture is designed to 
accommodate upgrades and enhancements already 
being developed for powerful graphics-oriented 
machines of the future. 

The custom graphics chip and the custom animation 
chip make possible the Amiga's superior graphics out- 
put, which you can fully utilize on a home television set 
as well as on an RGB monitor. Also available are multi- 
dimensional displays, selection of up to 4,096 colors 
and quality resolution equivalent to a fine color televi- 
sion. For business and educational applications, you 
can combine either 40- or 80-co!umn text displays with 
the graphics modes to create extraordinary visual 
displays. 

The Sound/Peripherals chip can duplicate complex 
sounds on each of four separate sound channels. By 
combining the power of this chip with the dual stereo 
sound-output ports, the Amiga can easily match the 



quality of commercial synthesizers. Furthermore, there 
are 11 ports to accommodate anv peripherals you may- 
want to connect to this computes. 

Multi-Peripheral Machine 

At release lime, the Amiga will already have sophisti- 
cated peripherals with which to tap its extraordinary 
potential. One of the more elegant is a "frame grab- 
ber," which can take an image from videotape, digitize 
it and make it available for storage on the Amiga. A 
digitized picture can, for example, be embellished with 
Amiga graphics and sound, animated and stored for 
future use. A digitizer tablet will also be available. 

A MIDI interface will be provided along with musical 
keyboards to take advantage of this supennicro's amaz- 
ing sound capabilities. Other peripherals include a 
(Jen-lock interface, a l'200-baud Hayes-compatible 
modem from Amiga and third-party sources, a hard 
disk with tape backup, a two-megabyte multifunction 
card and a 2400-baud modem. These are just a few 
already prepared. You will discover, however, that the 
Amiga warrants peripherals and applications that have 
yet to be developed. 

The Amiga comes with an 89-key detached keyboard 
and a system box that houses the internal hardware and 
built-in disk drive. It has 256K of internal RAM and 
192K of ROM. This is enough memory lor many appli- 
cations, but for those requiring more memory, it's easy 
to clip a 256K RAM pack to the front of the system 
unit, thus boosting the memory to a full 512K. 

Compared to most personal computers on the mar- 
ket today, the Amiga's 256K of RAM is far more versa- 
tile because, thanks to the three custom chips, less of it 
is occupied with chores for system operation and lan- 
guage support. 

As for data storage, the Amiga comes with a built-in 
S&inch disk drive that accommodates double-sided, 
double-density disks with a capacity of 880K. You're not 
limited to just 880K, however. The machine can accom- 
modate three additional disk drives, either :\'/r or '>/,- 



/-/ Premiere 19X5 



Photography by F.d judice 



! ■ 




H'Hr.. 





I 



inch. There will be a 20-megabyte hard disk drive avail- 
able for it in the fall. 

The Amiga incorporates truly superior graphics, 
which, however, will be used in applications far differ- 
ent from the typical entertainment field. They will pro- 
vide a tool For serious graphics applications in both the 
business and consumer markets. The versatility of the 
graphics will also attract engineers, CAD/CAK users, 
architects, professional creative artists and anyone 
requiring fast and efficient graphic design capabilities. 

Custom Graphics Chip 

There are two basic kinds of screen displays on the 
Amiga: playficlds and sprites. A playfield is the back- 
drop upon which sprites may be displayed, or with 
which they can interact. There are two playfield screens 
in the Amiga, each of which can contain its own set of 
user-defined graphics objects and its own coloring. The 
two playfields can appear together on one screen, one 
in front of the other, and you can also scroll (hem hori- 
zontally and vertically. 




The graphics capabilities 

of the Amiga, com- 
pounded with its multi- 
tasking windowing envi- 
ronment and its ability 
to transform rum-comput- 
erized photos and film 
clips into digitized color 
screens, make it a busi- 
ness machine like no 
other. 



Sections of a playfield can be set aside and used as 
separate objects. These playfield objects can interact 
with sprites and you can manipulate them to create the 
effect of animation, all through the use of a hardware 
device called the "blitter." (Playfield animation will be 
discussed later in this article.) 

The playfield display has two modes of operation: 
low and high resolution. The Low-resolution mode dis 
plays 320 dots (pixels) across the screen by 200 pixels 
vertically and provides a clear 40-column text display. 
This accommodates multicolored images. 

An "Interlaced" mode provides twice the vertical dis- 
play: 320 X 400 pixels. Interlacing is achieved by hav 
ing the monitor's scanning mechanism perform two 
screen scans per cycle. 



You can define a special "color palette," holding 32 
different colors chosen from 4,096 colors available— the 
greatest variety of color selection offered as a standard 
feature in a personal computer. You can create highly 
detailed multicolored pictures using these two low-reso- 
lution modes, because you can tint each individual 
pixel with any one of your chosen 32 colors. 

Then there is a special Hold and Modify mode, 
which lets you control the color even more intricately 
by using all 4,096 colors simultaneously on a television 
screen or an RGB monitor. This is all accomplished by 
barely utilizing the 08000 microprocessor. 
High Resolution 

The second mode of playfield operation. High Reso- 
lution, has two separate displays. It will give you 640 
pixels across the screen, with each pixel being any one 
of 16 colors selected from your color palette. This dis 
play, however, can be achieved only on a high-resolu- 
tion monochrome or RGB color monitor, not on a 
television set. There are 200 lines per screen in this 
mode, which is the one used within the Amiga user 
interface called Workbench. You can create graphs and 
charts with textual enhancements from this mode. 

The second high-resolution display is an interlaced 
display that can handle 640 pixels horizontally and 400 
vertically. Using this mode, up to 16 colors can be seen 
simultaneously. 

Text can be intermixed on both low- or high-resolu- 
tion displays. In low resolution, you can use 40 col- 
umns of text, with each character treated as a special 
graphics element and defined as a series of pixels in an 
8x8 grid. 

In High-resolution mode, you can use 80 columns of 
text characters per line. You can easily mix multicol- 
ored graphics with text on the same screen, since text is 
simply considered to be another set of special graphics. 
You can also create customized text fonts and have 
complete control over their coloring. 

Amiga's "blitter" lets you place any kind of graphics 
element anywhere on the screen, making possible sub- 
scripts, superscripts, underlining, proportional spacing 
and other features. 
Sprites 

The second major display mode on the Amiga is 
Sprite mode. A sprite is a movable graphics object that 
is totally independent of the playfields and can be dis- 
played anywhere on the screen, since it is not affected 
by other screen-display features. The Amiga offers eight 
programmable Sprite processors, but you're not limited 
to eight sprites per screen, as you can reuse sprites on 
the same screen. 

A sprite can be up to 16 pixels wide, with unlimited 
height, so a sprite the height of the screen would be 
200 pixels tall. If you wanted to make one even taller 
than the screen, you could. The only limitation is the 
amount of memory available for sprite-data storage. 



16 Premiere 1985 



Each pixel of a sprite can have any of four colors, 
including transparency. There is also a special mode in 

which you can attach two sprites, thus increasing the 
number of possible colors to sixteen. You can display 
both sprites and play-field objects simultaneously on a 
playfield. 

Custom Animation Chip 

The Amiga has two animation systems. The first was 
already mentioned in relation to the blitter. The blitter 
is a hardware device that controls Playfield animation 
(or Frame Buffer animation), and it can animate low- 
resolution screen objects created in any of the two 
playfields. 

Playfield animation is a technique through which you 
modify sections of a playfield by drawing an image, 
then erasing and redrawing it again onto the same 
background. The background displays are constantly 
being saved into a memory buffer and redrawn onto 
the background. This creates the effect of animation, as 
an image is very quickly replaced in a different location 
upon the same background. The blitter moves the 
screen-display data around so quickly that you don't 
notice all of the steps being executed. 

In order to successfully perform this animation, the 
Amiga has a feature called "double buffering," which 
utilizes two separate memory spaces when performing 
background save-and-restore. While one section of 
memory is being displayed, the other is being modified 
in the second memory section. This totally assures that 
the viewer will never see a display being reconstructed 
on the screen. 

The Playfield Animator allows you to create and 
move several dozen low-resolution screen objects. It 
also provides the hardware support for line-drawing 
and area-fill functions. Lines can be drawn at one mil- 
lion pixels per second — that's incredibly fast. 

Sixteen colors per object are available. All objects in 
a playfield have user-specified priorities, which means 
that one playfield can be placed in front of or behind 
another. Both are independently scrollable, horizontally 
and vertically. Due to the custom graphics and anima- 
tion chips, the Amiga accomplishes all of this without 
slowing down the 68000 microprocessor. 

Playfield animation is a bit slower than sprite anima- 
tion, but it is much more versatile in that the graphics 
objects are neither limited by size nor by the number 
of colors available per object. 

The second animation system on the Amiga handles 
Sprite graphics. Sprites have several attributes, includ- 
ing that of priority overlay, like the playfields. Vim can 
i lake some sprites in. ve in from ol Others, while still 
< thei s move in I In- far bat kground, with up to seven 
layers possible. With the transparency feature, you can 
also make sprites with see-through components. 

Both animation systems have a hardware collision- 
detection feature. The screen can detect collisions 
between sprites, between sprites and playfield objects 
and between the two playfields themselves. What is this 
good for? These collision-detection features come in 
handy for use in games, for example, to determine 



Illustration by Island Graphics 




whether a missile has struck its target. You can also use 
it to prevent a moving object from going beyond its 
prescribed on-screen boundaries. 

Collision detection is also used in playfield anima- 
tion. It is the process by which chunks of a playfield 
can be defined as individual objects and can be ani- 
mated by the blitter. 

Vivid Versatility 

The graphics abilities of the Amiga will be appreci- 
ated by those of you who want to make video scenes or 
computerized images of real life. You can use the 
Amiga with VCIRs and color digitizers. You could, for 
example, "take a picture" of any individual frame from 
a section of tape, digitize the image on the Amiga and 
store it for later use on disk. Or, you can take that same 
digitized image, color it with a paint program, overlay 
graphics and titles, use an animation program to ani- 
mate the whole thing and then capture the final prod- 
uct on slides, hard copy or videotape. This is just the 
tip of the iceberg when it comes to the Amiga's busi- 
ness and educational applications. 

Words are really not adequate to convey an under- 
standing of the graphics and animation features of the 
Amiga. It was only through seeing graphics demonstra- 
tions given on an Amiga that I could appreciate the 
unique animation available through hardware control. 

The graphics-animation demo presented a cartoon- 
like portrayal of a street scene, with various figures and i 



The third custom chip 
within the Amiga han- 
dles the sound capabili- 
ties, as well as the disk 
controller and other in- 
put/output functions. 
Again, this frees the 
68000 chip for more 
important functions. 



AmigdWbrld 17 




Multiple Windows illustrating icons. Taken from a preliminary 
version of the user interface, presented to show the capability 
of the system. 




creatures strolling hack and forth in front of and 
behind the landscape. One creature was a strolling 
robot, whose partially transparent head allowed the 
viewer to see the objects passing behind it. 

Within the same scene, there was constant movement, 
with images moving alongside others, yet avoiding colli- 
sion. Multi-tasking, often associated with business appli- 
cations using text displays, was amply demonstrated in 
this lively graphics demo, for each linage can be consid- 
ered a separate task thai performs its own functions. 

The graphics systems on the Amiga are handled 
through the use of "pull-down" screens. A palette, con- 
taining the color choices available and the most 
recently used operations, can be pulled down onto the 
screen at any time. This allows you to select colors and 
features directly from the palette, rather than con- 
stantly having to go back to a main menu. 

The two graphics chips handle all the color graphics 
and animation with an absolute minimum of power 
lapped from the 68000 processor. For more intricate 
program development, the (i8000 is fully available to 
provide the power behind sophisticated software 
design. 

Audio/Peripheral Chip 

The third custom chip within the Amiga handles the 
sound capabilities, as well as the disk controller and 
other input/output functions. 

There are four independently programmable hard- 
ware sound channels in l he Amiga, as well as a digital- 
to-analog converter. You can control the volume and 
amplitude for each channel as well as create and mod- 
ify the waveforms. Each sound channel can generate a 
three- or four-note musical chord, and vou can easily 
select complete Attack, Decay, Sustain and Release fea- 
tures from a menu. 

Speech synthesis with unlimited vocabulary and both 
male and female attributes is also possible through soft- 
ware that controls this feature. 

All four sound channels can operate together, inde- 
pendent of the 68000 chip. Each voice has an 8 to 9 
octave range, and Bass response exceeds thai of mosi 
stereo systems. A MIDI interlace, available for the 
Amiga soon after release, will allow you to attach highly 
sophisticated synthesizers. Sound can be output to 
stereo speakers, to a monitor, or to a television set. 

Amiga's Friendly Ports 

The Amiga boasts eleven ports that provide the 
options for virtually any peripheral you might want 
to add. 

Among three video-display ports, there is first of all 
an NTSC (National Television Standard Convention) 
port for use with composite monitors. These monitors 
support color graphics quite well, but are not recom- 
mended for 80 column text displays. 



P3 © 




IS Premiere 1985 



Photography bv Michael Brown 



Second, there is a port for connecting the Amiga to a 
television set. Surprisingly, the Amiga provides an 
excellent 64-column text display on a color TV set. 
Most 80-column-output computers give an unreadable 
display on a home TV, but the Amiga actually lends 
itself to this type of display. 

The third video port is the RGB (red-green-blue) ana- 
log/digital port, most recommended for use with the 
Amiga color monitor that will be available. This is a 
high-resolution RGB monitor, which will fully tap the 
best of the Amiga's graphics and text features. 

For sound output, there are two separate stereo 
sound jacks, making it possible to achieve true high- 
fidelity stereo sound. The use of the Amiga for music 
and sound production is likely to flourish as more and 
more professionals discover its sound capabilities. 

There are also three ports for adding peripherals: an 
expansion disk-drive port, a parallel port and a stan- 
dard RS-232 port. The Amiga can support many differ- 
ent brands of printers. The difficulty will be in 
selecting the one that's most appropriate for your pri- 
mary applications. As for color printers, the Okimate 
10 and 20 thermal transfer printers from Okidata and 
the Diablo (series G) line of color ink jet printers are 
Amiga-compatible. 

The disk-drive port can accommodate cither 5'/ t - or 
3/,-inch disk drives. If you wanted to, you could daisy- 
chain up to three separate drives coming off this port. 
On the side of the Amiga, there is also an expansion- 
port bus, an important feature for third-party manufac- 
turers. Because this port allows full access to the (>H0O0 
bus, most peripheral vendors will use it when designing 
hard-disk drives, tape backup, multifunction cards, etc. 

Both the RS-232 and parallel ports can accommodate 
modems, and most off-the-shelf modems will work. 
However, three modems are especially recommended: a 
1200-baud, Commodore-manufactured Hayes-compati- 
ble modem, the Hayes SmartModem and a 2400-baud 
modem from Tecmar. 

The two separate reconfigurabie controller ports that 
are built into the Amiga can accommodate a mouse, 
game paddles, joysticks, graphics tablets, light pens and 
optical scanners. Lastly, there is a connector for the 
cable to the Amiga's detached keyboard. 

Now that you have an overview of the internal hard- 
ware, let's take a look at how you actually manipulate 
ihese powerful features. 

User Interface 

The Amiga User Interface is composed of system soft- 
ware that handles the multiple graphics-windowing sys- 
tems of this computer. Controlled by a two-button 
mouse, this software allows total use of the powerful, 
multitasking capabilities of the Amiga — and this is true 
multitasking, not task sharing. 

The Amiga's memory can hold many different soft- 
ware application programs, and they each can access all 
of the computer's hardware resources. The interface 
lets you display information from several applications 
without any conflicts and provides you with an orderly I 




Amiga Workbench. Taken from a preliminary version of the user 
inter/are, presented to shmv the capability of the system. 



AmigaWorld 19 



Amiga 



Mac 



IBM PC 



PC AT 



Microprocessor 


080(10 Motorola 


68000 Motorola 


8088 Intel 


80286 Intel 




16/32 bit 


16/32 bit 


8/16 bit 


16/21 bil 


Speed 


7.8 MHz 


7.8 MHz 


4.77 MH/ 


6 MHz 


,\ lemon 


256K RAM 


128K RAM 


64 K RAM 


256K RAM 




I92K ROM 


64 K ROM 


40K ROM 


64K ROM 


Expansion 


Upto512K 


Up to 512K 


Up to 640K 


Up to 3 MB 


(useable RAM) 


(external — up to 8 MB) 








Disk Capacity 


880K 


400K 


360K 


1.2 MB 




334* 


$%' 


5'// 


»•/," 


Video Display 


RGB 

Composite 
Color TV 


Monochrome 


Monochrome 


Monochrome 


Color 


Yes 


No 


Separai 


e color card' 




4,096 colors 


(black & white only) 


16 colors 


on one screen 


Highest Color 


6-40 x 400 


512x342 


640x350' 


640x350' 


Resolution 










Keyboard 


89 Keys 


58 Keys 


82 Keys 


84 Keys 




Numeric Pad 




Numeric Pad 


Numeric Pad 


Speech Synthesis 


Yes 


No 


No 


No 


{built-in) 


(unlimited text 
to voice) 








Music 


4 channels- 
(stereo) 


1 channel' 
(monaural) 


1 voice 


i voice 


I/O Ports 


RS 232 


Serial 


No 


No 


(built-in) 


Parallel 
Serial 









Table 1. A comparative look at the features of the Amiga from Commodore, Apple Macintosh, IBM PC and PC. AT. 



'Not included in IBM PC and PC AT basic units. 

The Amiga has four hardware audio DMA channels, 'The Macintosh has four software-driven voices, which 
which feed two stereo output ports. The processor is use over 50% of the processor's lime, 
not accessed for sound generation. 



method of controlling several activities at once. This 
full-performance system is the epitome of single-station 
multitasking. 

What is amazing about the Amiga is that each of its 
application programs can have complete and unhin- 
dered access to all the features of the computer. Each 
application "thinks" that it is running on its own dis 
tinct terminal, referred to as a "virtual terminal." There 
can be as many such terminals as application programs, 
all coexisting in the computer. 

Once a program has activated its own virtual termi- 
nal, it can access the full range of the Amiga's hardware 
features. It has an entire screen display for itself, and it 
can print text and lap all of the graphics and sound 



modes. One program can actually open up several vir- 
tual terminals, each one functioning as a totally distinct 
computer system. 

Windows and Screens 

The virtual terminal is presented to you through a 
"window" that you can modify, shape and move any- 
where on the screen. Each window is capable of han- 
dling its own software application. The number of 
windows appearing on a screen at one time is only lim- 
ited by the amount of memory required to perform the 
applications residing in those windows. You can over- 
lap windows, change text fonts within them, change 
their size and, through the use of "gadgets," completely 
control the activities going on within them. By moving 
these gadgets with the mouse, you gain control over 
each window within each screen. 



20 Premiere 198") 



Screens were developed in die Amiga for bundling 
multiple windows thai share I he same graphics attri- 
butes. However, using multiple screens, you can have 
windows with different levels of resolution uiid color 
simultaneously displayed on the monitor. For example, 
you could divide the display into two horizontal 
screens. In the upper screen, you could have a spread- 
sheet in one window and a word processor in another, 
each running four-color, (i'10x200 resolution. In the 
lower screen you could have a business graphing pro- 
gram running in a window using 16-color. ^20x200 
resolution. All three programs will be running simulta- 
neously, in different windows, using different colors 
and resolutions. This kind of multi-screen, mulii -win- 
dow, multi-resolution multi-tasking is completely 
bevond the capability of other graphics/windowing 
environments, such as Digital Research's GEM or Micro- 
soft's Windows. 

Screens are controlled jusl like windows, and any 
given screen can be one of four colors. They are 
dragged around, overlapped and uncovered bv means 
of the two-button mouse. The only difference between 
a screen and a window is that screens can't be horizon- 
tally scaled. The Amiga's screens are actually of second- 
ary importance to you; the multiple graphics windows 
are your main concern. 

The Amiga User Interface usually defaults to Work- 
bench, which is both an application program and a 
screen. Workbench has a high resolution of 640 x 200 
pixels, with a four-color display. Most people will use 
this feature as a predefined screen, on which disks are 
opened and application programs are run. 

Iconics and Command Line Interpreter 

[cons are pictures representing activities that the 
computer performs. These are good for introducing 
you to a new system and for running turnkey opera- 
lions. You simply move a mouse around, which in turn 
controls a screen cursor. When the screen cursor is 
positioned on top of the appropriate icon, you press 
the button on the mouse and the desired action takes 
place. This obviates the need lor typing in direct com- 
mands — and having to learn the specific syntax rules 
for each command. 

However, what about the proficient user who may 
want to gain more direct control over the computer? 
For him or her. Workbench offers a lull command line 
interpreter within each screen beneath the windowing 
system. With access to the command line, you can 
directly load and run a program from disk. You can 
control the entire operating system via direct com- 
mands issued at this command line, and it is available 
at any time within all screens. 

Menu System 

Each window is assigned its own menu containing its 
own particular text and graphics items. You can control 




Multiple Witulinuittg. Taken from a preliminary version of the user 
interface, presented to show the capability of the system. 







Photography by Michael Brown 



AmigaWarld 21 



Interacting with Amiga 



By Jim Held 



Imagine a world where televisions have typewriter 
keyboards instead of the familiar tuner, volume control 
and brightness knobs, and instead of turning the 
dials — a task we learn at a frightfully young age— you 
have to type awkward, hard-to-learn commands, like 
CHG CHNL(5) to change the channel and VOL UP(.56) 
to turn up the volume. To make things worse, every 
manufacturer uses different commands for the same 
tasks, meaning that buying a new TV or just trying to 
work the one in the hotel room involves learning a 
whole new set of commands. 

You might chuckle at this imaginary, keyboard-driven 
world, but it's exactly where most personal computers 
come from. Instead of letting you perform tasks you're 
already used to, such as opening file drawers, throwing 
things in trash cans and pushing buttons, most com- 
puters force you to learn cryptic commands, then sim- 
ply sit there with a blank screen and a blinking cursor, 
waiting for you to type something. It's no wonder that 
people are often intimidated by computers, and it's not 
surprising thai the majority of the workforce doesn't 
use them. How can a computer increase vour produc- 
tivity when you have to spend hours — or months— just 
learning how to use it? 

Enter Amiga 

Fortunately, the engineers at Commodore-Amiga real- 
ize that you shouldn't have to learn how a computer 
operates to be able to use one. The result is the Amiga, 
one of a new breed of personal computers that lets you 
work the way you're used to working instead of forcing 
you to learn awkward commands. The Amiga separates 
you from the technicalities of the computer, letting you 
concentrate on your work. It simplifies complex con- 
cepts by using a fast and easy-to-use two-button mouse 
in conjunction with some things that have always been 
worth quite a few words — pictures. 

You've seen road signs that get their messages across 
using pictures, such as squiggly lines beneath a car to 
indicate slippery conditions, or a truck angled downhill 
to indicate a steep grade. The Amiga uses pictures, or 
icons, to represent disks, documents and applications 
programs. To begin using a word processing program, 
for example, you don't have to type WP or some other 
strange command. Instead, you point to the word pro- 



cessor's icon with the mouse, then click the left button 
twice. To throw awav an old memo, you don't tvpe Del 
Memo, as you would with an old-fashioned computer. 
Instead, you point to the memo, and, while holding 
down the left mouse button, you "drag" the memo over 
to the trashcan icon. 

Mentis and More 

Icons are only part of the Amiga's approach to sim- 
plifying computer use. Another equally important 
aspect is the pull-dovm menu. Pulldown menus are lists 
of available commands that appear instantly when you 
click the mouse button on menu titles that appear 
along the top of the screen. For example, a typical 
Amiga application program might offer a menu titled 
Style. When you click on the word Slylc, a list of type 
style options appears — Bold, Underline, Italic and so 
on. To choose the style you want, you simply hold 
down the right mouse button and move the pointer 
down until the desired style is highlighted, then release 
the button. By contrast, most other computers offer 
menus, but instead of letting you point and click to 
make your choice, they force you to type awkward com- 
mands, such as Control-PS. 

Worse yet, other computers' menus are often com- 
pletely different from one program to another. One 
program might make you type K to edit a document, 
while another asks for the number 3. One program's 
menus might appear at the bottom of the screen, while 
another's might not appear at all until you type a com- 
mand. The software that creates menus was built into 
the machine by the Amiga's engineers. This means 
every company developing software for the Amiga can 
create menus that look the same and operate in the 
same way — using the mouse. The advantage? Once 
you've learned one program, you're well on your way to 
learning others. 

This consistency between programs is just one of the 
things that makes the Amiga so easy to use. In the 
future, we'll examine these features in more detail. 
We'll also take a look back in time at some of the inno- 
vators who inspired the Amiga, like the people at Meta- 
comco, creators of AmigaDOS. (It's interesting to note, 
for example, that many of the Amiga's personality traits 
aren't new, but were developed in research labs over 
twenty years ago.) So, stay with us— the journey prom- 
ises to be an exciting one. B 



Jim Heid is a freelance writer who has been covering 
microcomputers since 1978. 



22 1'retmere 19X5 



ihe menus within Workbench. Text and graphics are 
accommodated within each menu. You can select what- 
ever items you want within a particular menu without 
having to return to a main menu. This is an advantage 
of the Amiga User Interface over others on the market. 
There is only one active window that receives input from 
you. This window, highlighted on screen, determines 
which menu will appear when you press the mouse's 
"Menu Button." Another feature of the Amiga User Inter- 
face is the use of submenus that appear if a selected menu 
item has further options available. A word processor win- 
dow may have an option for font selection on its menu; 
when selected, a submenu will appear, with options for ital- 
ics, underlining, boldface, etc. 

Programming Languages 

The Amiga doesn't have a built-in programming Ian 
guage; instead, it comes with a disk-based version of 
Basic. There are several additional languages already 
available that the Amiga supports. These include Pascal, 
Logo, C and Assembler. Much of the preliminary soft- 
ware development for the Amiga was done in C on 
other computer systems. This computer is an open sys- 
tem, allowing for easy transportability of languages and 
programs. 

The Amiga Keyboard 

The Amiga has a detachable keyboard with 89 keys 
and a numeric keypad for easy large-scale data entry. It 
also has ten function keys across the top, which are 
available for all kinds of software control. There are 
also two special Amiga keys to the left and right of the 
space bar (for resetting the system). 

Also included on the keyboard are TAB, CTRL, two 
SHFT keys, two ALT keys, CAPS LOCK, four cursor- 
direction keys, a large return key, a help key, back 
space, DEL, ESC and a -v key. 

Software 

When you buy the Amiga, you'll get the keyboard 
and system unit, which houses the hardware and disk 
drive. To get you going, you'll also receive several disks 
holding various applications software programs. 

On disk, you will get AmigaDOS, which contains the 
Amiga's operating system and user interface. A tutorial 
program on how to use the machine is included, cre- 
ated under contract by Mindscape Software. You'll also 
get the disk-based version of Amiga's Basic (called 
ABasiC), a speech synthesis program that features male 
and female voices and an unlimited vocabulary, and 
finally, Amigascope, a rolling graphics demo from Elec- 
tronic Arts. 

You will have a choice of word processors when you 
buy the Amiga. If you're a newcomer to computers, 
you'll probably want to purchase Textcraft, an entry- 
level word processor put out by Commodore-Amiga. 
For more sophisticated word processing needs. The 
Software Group's Enable/Write word processor is avail- 
able. This is one of the well-known applications pro- 
grams in the integrated commercial business package 
called Enable, which contains a word processor, a data- 
base, a spreadsheet, a telecommunications package and 
a graph program. ^ 



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Photography by Michael Brown 



AmigaWorld 23 



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To take advantage of the graphics capabilities of the 
Amiga, you will want to get Graphicraft, created by 
Island Graphics, and if you like music, Musicraft, from 
Everyware, is a must. 

Who Is the Amiga For? 

The Amiga will overlap distinct marketing bounda- 
ries because it is such a versatile machine. First, the 
business market will be a primary target. Most people 
will find that the Amiga costs much less and offers 
much more than other curxendy available computers. 
Those who think the Macintosh is the greatest com- 
puter yet will fine" that the Mac significantly pales 
beside the Amiga, and not just because the Mac doesn't 
offer color. The potential business applications of the 
Amiga have only begun to be imagined. The graphics 



capabilities, compounded with the multi-tasking win- 
dowing environment and the ability to transform non- 
computerized photos and film clips into digitized color 
screens, make the Amiga a business machine like no 
other. 

Not only will the business person benefit from the 
unique features of the Amiga, but, more importantly, the 
low cost of this powerhouse will place the small business on 
a competitive level widi larger, wealthier (inns. 

The Amiga will eventually move into the educational 
market for the same reasons that it is bound to penetrate 
the business scene. School systems are like small businesses 
and often can't afford high-priced, high-performance 
teaching aids. The Amiga, in the hands of a good teacher, 
will totally redefine the term computer-assisted instruction. 

Another market die Amiga will enter is that of profes- 
sional artists and musicians. This computer is the first to go 
beyond the clunky graphics and animation heretofore seen 
on personal computers, and in so doing, merits the admi- 
ration of the refined eye and ear. 

When you take a step back and look at all the features of 
the Amiga, it is evident that this computer is much more 
than just another advance in computer technology. The 
Amiga is a new kind of machine thai will encourage devel- 
opers and users to step beyond traditional ic'.eas and rede- 
fine the world of microcomputing. H 

Address all author correspondence to Margaret Mora- 
bito, c/o AmigaWorld editorial, 80 Pine St.. Peterborough, 
NH 03458. 



Circle 23 on Reader Service card. 

WHEN IT'S TIME TO 
MAKE YOUR MOVE 

Lattice® Cross Compilers Help You 
Hit Your Target On Time 

Lattice Cross Compilers let you take advantage of the 
speed and structure of a larger system to develop C 
programs for popular 68000 personal computers! 

Use your MS-DOS, IBM mainframe, DEC minicom- 
puter, or UNIX system to give you centralized source 
management, rapid compilation, and access lo high- 
speed peripherals. Since the Lattice C Cross Compilers 
are fully compatible with the native compilers, you can 
compile and link on the mainframe or the micro 
interchangeably. 

The industry-standard Lattice 68000 C Compiler for 
the Amiga is available for IBM MS-DOS, PC-DOS, 
VM/CMS and MVS/TSO, DEC VAX/VMS and 
VAX/UNIX, and a variety of MC68000/UNIX and 
iAPX/XENIX systems. Lattice also provides an 
assembler, linker and librarian for each host system 
plus the appropriate file transfer software so you can 
move source and object code between the host and the 
microcomputer. 

Make your move now. Call Lynn Magnuson at 
Lattice today! 




We practice portability. 

Lattice, Inc. • P.O. Box 3072 • Glen Ellyn, IL 60138 
Phone (312) 858-7950.TWX 910-291-2190 



International Sales Offices: England: Roundnill. Phone: [06721 54675 Japan: Lifeboat. Inc. Phone: (03) 293-4711 
24 Premiere 1985 



ANNOUNCEMENT 



How Borland's Turbo Pascal 

Found A Partner That Matches 

Its Amazing Speed. 



Turbo Pascal meets the Amiga". 
Turbo PascaPhates to wait. With 
Turbo, it's 'go fast' or 'go away'. 
So before we committed to 
becoming the exclusive Pascal 
programming language for 
Commodore's new Amiga, we 
had to be sure that it was up to 
speed. It had to be fast—and 
it is. 68000-based, with custom 
chips and graphics, Amiga 
doesn't dawdle. (In fact, Amiga's 
speed is going to be a headache, 
a heartache and a headwind to 
the Competition.) 

We think Amiga will take 
off— just like Turbo Pascal did. 
With more than 400,000 users 
world-wide, Turbo Pascal has 
become a de facto standard — 
and grown into a complete 
Turbo 'family'. A family that 
now includes Turbo Database 
Toolbox™ — a Turbo Pascal 
enhancement with fast data 
access and sorting talents; Turbo 
Graphix Toolbox" — a set of 



II BORlflflD 
W INTERNATIONAL 

4585 Scotls %lley Drive, Scotts Valley CA 95066 
Phone (408) 438-8400 Telex 172375 
CompuServe -GO BOH 

Copyright 1985 Borland Internaliorral BI-1013 

Turbo Rastai. Turbo Database Tbrribox, Turbo C*raphixTouft*j* and 

TiirtxiTuior sffii tiyUeitYjrkv t / E'* rtand Inrema&joa! Inc 

IHM is tf (radermrl; tjf Tntenmioral Husintrss Machines. 

Aintpa LsutndtfJiuri(t>fCiHnnKxJ*'rt- Electronic* PTD. 

Tc-?.:ls [rwnuncno is .i aadcmaife "I Ycxls Inanjrnems, Inc. 

1 ii-svkii r\x.kanl is a trj^k'rmirti i>f Hewlett Kxfcird 

DEC is a trademark ui Digital I'^juipmeni Corp 

Warts ls a ixadeinsk of%ng tabfminric* In* 

Apple is:i rvrtileed intdeniifkofAr^ili' QorOpOKt, liv 

NCR is .1 iraA-mark ssf NCR Oirp. 

Circle 13 on Reader Service card 



graphics procedures keyed to 
business, scientific and engineer- 
ing applications; and Turbo 
Tutor™— the one tutorial that 
will take beginners and make 
them experts, AND will even 
teach a few things to the experts! 

Turbo Pascal and all its 
associated tools, will be available 
for the Amiga in the first 
quarter, 1986. It's already 
implemented for the IBM PC 



family and IBM-compatibles, 
and other microcomputers from 
Texas Instruments™, Hewlett 
Packard™, DEC™, Wang™, Apple® 
and NCR™. 

When you're faster than 
anyone else, you look for 
someone who can keep up with 
you. Turbo Pascal found Amiga. 






I stood up straighter, lost 
my cynical sneer, gaped 
rather stupidly and 
elbowed my neighbors in 
the ribs. The Amiga had 
cracked my armor — with 
sheer, naked power. 



Cynicism and Seduction, 
Speed and Software 



By John Pandaris 



The Amiga is going to change the way 
American offices do business, but no one 
yel knows just how. I'm AmigaWbrltTs busi- 
ness applications columnist, and I don't 
know, either. In this column, we'll follow 
the computer, its users and software compa- 
nies—with luck, we'll stay half a step ahead 
of them — and find out. 

Amiga Solutions won't be strictly a busi- 
ness column in the sense of Honeywell 
mainframes and Fortune 500 accounting. I 
sold it to the editors as a "business/personal 
productivity column," to explore how peo- 
ple work with the Amiga, in settings rang- 
ing from corporate offices to homes, and 
the tools available for that work. I'll try to 
land somewhere between "Amigas on Wall 
Street" and a random software roundup, 
but productivity will be a general topic. 

That suits me because I'm a generalise 
interested in how people use computers 
rather than in comparing the arctangent 
functions of Whi/.zoCalc Release 3 and 
AmeriCalc 2.10. Amiga Solutions will try to 
spot some trends or general directions in 
the Amiga support and software industry. 
I've evaluated products and pontificated on 
trends for half a dozen magazines, and I 
couldn't resist getting in on the ground 
floor with AmigaWorld. 

Snubbing the Mac 

I was also hired, I suspect, as the maga- 
zine's resident conservative, or cynic, with 
no connections to Commodore or Amiga- 



WarUCs parent company, CVVC/P — someone 
who's formed a healthy respect for the IBM 
PC and its MS-DOS imitators, 1981-vintage 
technology though they are, and was im- 
pressed but not ga ga over the advent of 
Apple's Macintosh. 

The current phrase "power user" will 
fade as did the odious "user-friendly," but 
its meaning makes sense in the MS-DOS 
world. Once you learn eight or nine cryptic 
commands and dive into a huge pool of 
rarely simple software, you can do quite 
well with an antique PC. I'll be the first to 
admit that MS-DOS' user interface (comput- 
erese for how you work it) lakes some 
learning, but I never tire of challenging 
Mac users to drag race: While Mac- 
Mouscketeers delete disk backup files, click- 
ing and dragging them one by one to a cute 
picture of a trash can, I can type del *.bak 
ten times. 

The comparison is particularly unfair lo 
the original (January HI84) Macintosh, 
which challenged computing's de facto stan- 
dard with barely a handful of available pro- 
grams and a bunch of hardware handicaps. 
Today's 512K Mac, with outside companies' 
hard disks (and PC vendors' prompt mouse- 
and-window additions to MS-DOS), have 
shown the value of easy instructions for 
powerful software. But the first Mac was 
best appreciated as a preview, a demo, a 
scratch-and-sniff ad instead of a bottle of 
perfume. 

The 1984 Mac, to put it plainly, promised 
terrific software, but it simply lacked the 
hardware to rival the mighty IBM. Apple's 
ads, hilling themselves as the inventors of 
the personal computer, are shameful lies, 
but the Mac team's battle cry of an "in- 



26 Premiere /9A'5 



r 




Photography by Michael Brown 




AmigaWhrld 21 





The central concept of the 
Amiga's architecture is to 
preserve the 68000 for the 
data-crunching it does best. 
Other support chips han- 
dle mundane chores, such 
as reading keyboard input 
and stepping the disk mo- 
tor, leaving the 68000 free 
for better things. 




♦ 



< 



sanely great" computer is merely silly. Com- 
puters are simply tools, and no computer is 
insanely great. Bach, Hawthorne and filet 
mignon may be insanely great, hut no com- 
puter deserves this accolade, especially not 
one with only 128K, no industry-standard 
parallel printer port and a single disk drive, 
the latter only slightly quicker than the 
Commodore 04's infamous 1541, which 
'loads data faster than you can type it!" 

First Impressions 

My cynicism was tested on April 1(1, when 
AmigaWbrld editors and I attended a sneak 
preview of the Amiga at Commodore's 
Pennsylvania headquarters. Except for hav- 
ing only one built-in disk drive (H80K on a 
microfloppy is fabulous, but single drives 
make vital file and disk backups a tiresome 
process), the Amiga looked impressive — a 
nice keyboard, lots of interfaces and expan- 
sion ports, a sharp display. To be exact, il 
looked like a PC and worked like a color 
Macintosh. 

In order to keep the entry price low. 
Commodore has configured the basic- 
Amiga as a 256K machine. It has also 
priced the expansion up to 512K. at only 
$200, So that, for any serious user, the ma- 
chine will be typically configured as a 51 2K 
machine. 

An Amiga engineer showed off the ultra- 
colorful graphics, the smooth movement 
and animation and the magnificent sound 
and music with a program that turned the 
Amiga into a banjo, a snare drum and a 
ballpark organ. Dealers and writers oohed 
and aahed: The Amiga was clearly a perfor- 
mance-caliber musical instrument, a CAD 
(computer-aided design) drafting system 
and the best arcade-game computer ever 
designed. 

Having awakened at 3:45 am to catch the 
plane, I was cranky and cynical: The micro- 
floppy drive wasn't as fast as an IBM hard 
disk, and we couldn't tell how the Amiga 
would sound b\ itself, without big stereo 
speakers under the table (where, if it were 
mv desk, they'd be kicked to death in a 
week). More important, what about every- 
day applications? "What's the point?" I mut- 
tered to the writer beside me. "People don't 
use symphonic sound and animation. They 
use spreadsheets." 

Then, blessedly silencing a booming, ani- 
mated bouncing ball, a second engineer said, 
"Now let's turn to the operating system and 
put some windows on the screen," and flicked 
two windows lo and from the display as 
quickly as he could tap the mouse button. I 



stood up straightcr, lost my cynical sneer, 
gaped lather stupidly and elbowed my neigh- 
bors in the ribs. The Amiga had cracked my 
armor — with sheer, naked power. 

All computers are last; along with detailed 
accuracy, speed has been the machines" raison 
d'etre since the barn-size ballistics plotters oi 
World War II. Even primitive computers can 
perform calculations, format text and so on 
faster than any human or team of humans 
working by hand. 

But the Amiga is Mazing fast, eerily fast, 
pretcrnaturally fast. The Apple 11 beau an 
abacus and the IBM PC beats the Apple, 
but, watching the Amiga demonstration, all 
I could think of was something I once saw 
during a sports car race at Connecticut's 
Lime Rock Park: A race-prepared, street-ille- 
gal. 500-horsepower Corvette thundering 
down the main straightaway, slowing for the 
turn, and then being passed from out of no- 
where — from the beginning of the straight, 
a quarter-mile behind — by a knee-high, 
white, whirring Porsche 1135 Turbo, Other 
micros simply aren't in the Amiga's class. 

Let's Get Technical 

There are two reasons for the Amiga's su- 
perior speed. The first is its Motorola 68000 
CPU (central processing unit), the same 
chip found in the Macintosh and scores of 
multi-user office systems. The 1)81)00 han- 
dles 32 bits of data at a lime, though it fun- 
nels input and output it onl\ I '• bits at a 
lime. I be IBM PC's Intel 8088. b\ contrast, 
has half the capacity — Ifi-bit data, 8-bit ad- 
dress—and its definition of "at a time," the 
ticking clock rale that governs computing 
in liny, discrete steps, is one-third slower. 

But. powerful as il is. the 08000 isn't the 
ultimate processor: Intel and Motorola have 
made advances, apparent in IBM's ferocious 
PC AT and Apple's rumored "Turbo Mac." 
And no chip is quick enough to satisfy soft- 
ware designers, who cry "Faster! Faster!" 
with even more zeal than users like me. 
Such programmers have pioneered some- 
thing that has become standard practice in 
the PC world, and it's the second secret of 
Amiga's success: cheating. 

Part of it isn't cheating so much as sensi- 
bly allocating resources; the racer who 
owned that Porsche Turbo didn't use it for 
trips to the drugstore. The central concept 
of Amiga's architecture is to present- the 
68000 for the data-crunching it does best. 
Other support chips handle mundane 
chores such as reading keyboard input and 
Stepping the disk motor, leaving the 0800(1 
free for better things (like a master chef 
who needn't worry about arranging napkins 
and silverware). 

The cheating part involves DMA (direct 
memory access), the trick of moving data 



2X I'remiere 1985 



through RAM while bypassing t lit.' normal 
CPU and input/output channels. Km' pulling 
information cm the screen ("Go Directly To 
Video Port; Do Not Pass CPU"), it gives a 
-speed bonus analogous to using a tele- 
phone hot line rather than going through a 
switchboard. 

It complicates matters if you're trying to 
make hardware PC-compatible — you must 
map obscure byways as well as main 
roads — but DMA has been a staple of IBM 
software since programmers found the lim- 
ns ol the NOSH chip (it's fast. Inn nol fast 
enough for the likes of Lotus 1 -2-3). And 
die Amiga combines the speed of (he (>HO(Jt) 
with massive amounts of direct memory 
access. 

The 68000 is aboveboard, but the Amiga's 
lop secrets are three cusiom chips code- 
named Agnes (animation). Daphne (graph- 
ics) and Portia (ports, sound and peripheral 
control). Besides things like Portia's four- 
voice sound hardware and mouse/joystick 
interface, they contain 26 DMA channels 
plus an additional microprocessor, called 
the "copper" (part of Agnes, it's the main 
mechanism for controlling the other two 
chips, freeing the 68000 from nearly all the 
work of redrawing the display and updating 
audio channels). 

The most important DMA channel, also 
part of Agnes, is called the "blitter" — a cir- 
cuit designed to draw lines and copy screen 
display data, moving or animating images 
Caster than the general-purpose (iHOOO 
could. Never mind thai it makes gee-whiz 
arcade games; the important thing about 
the blitter is that it runs windows, desktop 
or workbench environments, through hard- 
ware instead of sluggish software. If the 
rules for shuffling windows and menus are 
like frequently used phone numbers, Amiga 
has them memorized. Slower systems, like a 
PC running Digital Research's GEM, have to 
look them up. 

It's this hot-rod hardware that makes the 
Amiga quicker than the Macintosh and 
even the PC AT, both of which must process 
graphics, sound and windows through their 
CPUs, Combine the Amiga's dedicated de- 
sign with the fact that computers are swifi 
anyway (they yawn and idle between fast 
typists' keystrokes), and you can see 
why I elbowed my neighbors at the 
demonstration. 

Do you think I'm exaggerating about 
yawning during pauses? This 68000 chip 



spends half its lime doing iniernal opera- 
tions instead of addressing memory, so il 
works at full speed, although Amiga engi- 
neers only allocated it every other clock 
cycle (the discrete steps I mentioned) dur- 
ing the constant, TV-style process of re- 
drawing the display screen. The odd cycles 
go to disk and audio and display DMA, and 
the 68000 musi share the even cycles with 
the copper and blitter, which can hog cycles 
during especially complex or colorful ani- 
mation, the one lime it appreciably slows or 
handicaps the CPU. 

Even under these circumstances (whal the 
developers' tech manual cheerfully calls "nasty 
mode"), the Amiga should manage lo add your 
spreadsheet before you lose patience. A clock 
cycle takes 280 hillionths of a second, and 
there are 226 of them during each horizontal 
scan of a line of screen dots. 

Yours for the Tasking 

By now, you must realize that (he Amiga 
chips delegate so much responsibility that 

ihe CPU is left with only part-time work, 
Most of the time, in most applications, (he 
68000 will be as underworked as a circus 
strongman tearing a Kleenex. 

To remedy this waste of power, here's the 
second thing that impressed me in Pennsyl- 
vania: You can assign the Amiga mulliple 
jobs, running more than one program at 
once. To use jargon, the Amiga is a multi- 
tasking computer (not lo be confused with 
multi-user systems, which lei people at dif- 
ferent terminals share a CPU). In fact, it's 
more multi-tasking than you are, or than 
you'll need it to be. 

This reflects a concept that, until Amiga, 
has been more common than true multi- 
tasking among personal computers: fore- 
ground and background lasks. Priming a 
long document, for instance, is often turned 
into a background task by a spooler (an ac- 
ronym for simultaneous peripheral opera- 
tions on line), an area of memory or a 
separate box that takes the document in 
one gulp so the computer is free for other 
work. "Desk accessories," made popular by 
the Macintosh and followed by PC products 
like Borland International's Sidekick, lei 
you call up notepads or calculators while 
using a program. The next release of 
AmigaDOS will incorporate more of these 
desk accessory functions to exploit the 
multi-tasking capabilities of the Amiga, 
thereby enhancing personal productivity. 
No doubt many Amiga owners will use 
multitasking in this simple way; I'll proba- 
bly play Pole Position while priming future 
columns. But multiple Amiga programs, 
even those in windows overlapped or com- 
pletely hidden by the one you're using. ► 







Because of the A miga s 
speed, multi-tasking 
operating system, its ability 
to address 12 times the 
memory of the PC and 2.5 
times that of the AT, and 
its hardware and software 
support for hard disk and 
tape back-up units, the 
Amiga is uniquely 
positioned to fulfill the 
needs of the business 
world — at a price that has 
the competition trembling. 





AmigaWorid 29 




* 



Integrated software is a 
crusade, in which the Holy 
Grail is a blank sheet of 
paper: a screen on which 
computer users can do 
anything, in any combina- 
tion, they might do with a 
pad and pencil. Scribble 
some words near the top, 
put a graph in the middle, 
tally a table at the bottom, 
print it out just so. . .it's a 
gloriously simple idea, but 
it's hard enough to break a 
programmer's heart. 






don't wait in the background like calcula- 
tors. They're Cully operational, all (unctions 
active, as if running by themselves. 

As far as they're concerned, they are. To 
quote the tech manual, each multi-tasked 
program has a "virtual terminal," meaning 
that the software thinks it has a keyboard, 
monitor and CPU of its own. If I call you 
on the phone while you're editing a report, 
you can switch your attention to me often 
enough, say "Mm hmm" at the ends of my 
sentences, to make me think I have your 
undivided attention. To fool computer pro- 
grams, you have to switch very fast, indeed. 

The End of Integration? 

The business environment is a hungry en- 
vironment. The original IBM PC was intro- 
duced in the fall of '81 in a KiK version 
with a cassette port; it was the needs of 
power users that eventually drove IBM to 
introduce the XT and AT. A comparison of 
the Amiga with the PC AT is useful. The AT 
can address 3 megabytes (nib) of memory; 
the Amiga can address 8 ml). The AT is the 
only micro in the IBM line that supports 
multi-tasking under MS-DOS 3.0. The 
Amiga also supports multi-tasking. The AT 
has hardware and software support (e.g., 
support hierarchical Tile tiireciory) for a 
hard disk. So docs the Amiga. 

The AT, however, obviously cannot pro- 
vide any of the advanced graphics, anima- 
tion or sound capabilities that make the 
Amiga so exciting for vertical markets, 
especially design environments and the cre- 
ative arts. 

Because of the Amiga's speed, multi-task- 
ing operating system, its ability to address 
12 times the memory of the PC and 2.5 
times that of the AT, and its hardware and 
software support for hard disk and tape 
back-up units, the Amiga is uniquely posi- 
tioned to fulfill the needs of the business 
world — at a price that has the competition 
trembling. 

Commodore has said that the Amiga is 
the first in a family of products based upon 
the same technology — given the enormous 
capabilities of the Amiga's architecture, it is 
easy to imagine how subsequent versions of 
the Amiga could be configured to meet the 
special needs of the business community 
even more directly. The only missing piece 
in the Amiga's hardware strategy for busi- 
ness is networking and telecommunications, 
which Commodore has said il will address 
in the first half of L986. 




How we use multi-tasking, what differ- 
ence il will make from day to day, will be 
one topic I'll follow in this column. We've 
found the obvious uses already — to sort a 
lengthy list or receive telecommunications 
information while working on something 
else — but it'll be fun to look for more, to 
relate the Amiga's potential to what is hu- 
manly possible. 

The Amiga can, but I can't, use a spread- 
sheet and write a letter al the same mo- 
ment. But I'd like to have both available 
and Hip between them (though not as often 
as every 280 nanoseconds), and I'd like to 
refer to spreadsheet data in my letter. This, 
though it may be cutand-paste instead of 
true multi-tasking, is where I suspect the 
Amiga will shine, and where il may make 
its most significant impact aside from 
graphics and sound. It represents the 
triumph of dedicated applications and 
the demise of integrated software. 

Integrated software is a crusade, in which 
the Holy Orail is a blank sheet of paper: a 
screen on which computer users can do 
anything, in any combination, they might 
do with a pad and pencil. Scribble some 
words near the top, put a graph in the mid- 
dle, tally a table at the bottom, print il out 
just so. . .it's a gloriously simple idea, but 
it's hard enough to break a programmer's 
heart. 

Ovation, an MS-DOS package that genu- 
inely seemed to grasp the "blank page" con- 
cept, sent critics into ecstasy in late 1983 
previews — and dragged its vendor into 
oblivion a year later, having never quite 
beaten its bugs or made it to the market. 
Titans clashed last summer: Lotus's Sym- 
phony versus AshtonTate's Framework. 
The latter won all around, while the former 
took the spreadsheet event, but neither 
one has set the world on fire. 

What's good about integrated software is 
its versatility, such as the freedom to splice 
spreadsheet rows into text files. What's bad 
is that there has never been an integrated 
package whose functions are as good as sin- 
gle-purpose programs. The "one big pro- 
gram" that Ovation promised to be is as 
distant as Einstein's unified field theory; in- 
tegrated packages are still mainly separate 
programs tacked together. And, as long as 
they're buying separate programs, people 
want the best ones. 

Nobody buys Lotus 1-2-3 for its database 
function, an awkward imposition of filing 
on a spreadsheet format. Some buy it for its 
graphics, a spreadsheet adjunct valuable 
enough to tolerate a separate program and 
disk-swapping for printing. But most buy it 
because it's a big, fast, excellent spread- 



10 i'rrmiere 1985 



sheet. Given the power to have several pro- 
grams instantly available without starting 
and stopping, I'll wager Amiga owners will 
choose individual excellence over inte- 
grated compromise. In effect, Amiga own- 
ers, using the machine's multi-tasking 
capabilities, will be able to create their own 
integrated packages using whatever combi- 
nations of individual programs they choose. 

Some things will have to be worked out, 
of course. AmigaDOS has a cutand -paste 
clipboard like the Mac's; software compa- 
nies must support it, with a common for- 
mat for swapping material between 
applications. Separate programs probably 
won't let you play "what-if" games right up 
till printing time, though it would be ideal 
if changing the spreadsheet on page 2 auto- 
matically redrew the graph on page 5. Inte- 
grated software fans complain that learning 
different programs is a chore; presumably, 
Amiga commands will be at least similar, 
with the mouse and menus. Besides, thou- 
sands of folks use 1-2*3 and WordStar, 
which haven't a command in common. 



< 



The early deadline has made this an atyp- 
ical column; I've indulged my love of tech- 
nical explanations and sweeping generalities, 
but I haven't had the chance to test any 
Amiga software. I'll have more to say about 
software in the future, though, preferably in 
conjunction w : ith an exciting new product 
that AmigaW'orld has promised me first crack 
at. If it's available, it'll be the star of next 
issue's column; if not, I should at least have 
gained more hands-on experience to back 
my windy generalizations. 

Once we learn about its site and strategy 
in a Big Blue world, we can turn to the 
Amiga as a star in its own right: a machine 
that can not only do brand-new things (e.g., 
using voice synthesis as part of a super tele- 
communications system or presenting 
boardroom demonstrations with animated 
graphics, music and narration), but that will 



4 



1 




also let us do traditional things in brand- 
new ways. It's not insanely great, but it's the 
most impressive microcomputer hardware 
I've seen. I'm looking forward to writing 
about it. 

Writing, that is, with a word processing 
program, working on one document in one 
window. I'm a conservative about some 
things. ■ 



Address all author correspondence to 

John Pandaris, r/n AmigaWorld editorial, 80 

Pine St., Peterborough. NH 03458. 



Circle 30 on Reader Service card. 



SOUNDS GOOD TO US 




PCP 



THANKS COMMODORE-AMIGA™!! 

EVERYWARE", producers of MU.SiCRAIT'", the quality music program for the new Amiga" Computer, would like to take this opportunity 
to congratulate Commodore and the team at Amiga for a job welt done. 



To find out more about our products for the Amiga, fill mi! the form below. For a charter subscription io our newsletter, enclose si 2.00 V. s <»1S ihi foreign) You will learn about sound 
jnd graphics tips and tricks plus all the late breaking news about the Amiga. Hl.'KKY and take advantage of this introductory offer. 

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D Musieraft Albums 



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AmwJ- M.„„-,., m -™km»k,..r<. .„,„»*]„„ ,„,„., ,„ .-ax-j-m-k , t „ dcmJlk lM |,„,„i,,., c4hn0 ,;„„,,„,!,„ . •:„„•„,„. bH ,,„„„! JoiliJlrf „„ h , ,„„„„.!„„.„ 



nup ■ l , ivHs KVMYWARt. IM: 



AmigaWorld 31 




AmigaWorld 

Sophisticated, Stimulating, and System-specific 




When you use the most sophisticated and exciting 
computer on the market today, you deserve an equally 
sophisticated and exciting companion magazine. 

Introducing AmigaWorld, published by 
CW Communications/Peterborough, the leader in qual- 
ity computer publications. It's the only magazine for 
Amiga users. 

AmigaWorld 's clearly-written features help new users 
take full advantage of the newest Commodore. Plus, 
lively and fully-illustrated articles offer inspiration to 
everyone who wants to be creative while learning. 

You'll get outstanding color reproduction on high- 
quality, oversized pages. Instead of a reasonable facsim- 
ile, you'll see true-to-life examples of the Amiga's color- 
ful graphics! 



y,f,,Yl ,'Vl ,',',',17' 

i' i~ /' r" i' J i j i i r I..L I 
j" ; i j fill i i r ! I 

tT^~ ^~ ¥ u u * M r i III 

1/ f 111 




ff 



— 




Magazine 



Making the Amiga Work For You 

With unrivaled graphics and sound capabilities, the 
Amiga is already in a class by itself. AmigaWorld not only 
tells you why, it shows you how every incredible feature 
can work for you. 

In each issue, AmigaWorld authors will guide you 
through a new frontier of computing! 

Subscribe to AmigaWorld today and: 

• Explore the speed and versatility of the Amiga for 
home and business applications. 

• Learn about the latest and very best new hardware/ 
software on the market. 

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Amiga's astounding features. 

• Discover a regular buyer's guide, timely reviews, and 
user hints and tips. 

Become A Charter Subscriber 
And Save 25% 

The cost of an AmigaWorld subscription couldn't be 
hotter! 1S\ becoming a charter subscriber, you'll save 
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As the world's largest publisher of computer-related 
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If you're not completely satisfied, tell us. We'll refund 
the full price of your subscription — no questions asked! 

To order, please return the coupon or attached card. 
For faster service, call 1-800-258-5473. In NH, call 1-924- 
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359R2 



Arktronics Corporation 

creator of 



Textcraft 

the Amiga Wordprocessor 



congratulates 

Commodore-Amiga on the introduction 
of its exciting new product. 



Look forward to myriad product offerings from 
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Textcraft and Amiga are trademarks of Commodore-Amiga Incorporated 



Gneativitu 




AMIGA 



What If. 







Either you already own an Amiga personal computer, 
or you are thinking about buying one. Why.' Probably 
for a number of reasons. Computers of any sort can be 
valuable tools for writing, storing information, telecom- 
munications, games and hundreds of oilier things. But 
why an Amiga? The price is a definite plus. Not many 
other computers can offer even a quarter of the Ami- 
ga's features at twice the price. 

The Amiga can do ail the things that other personal 
computers can do. only faster, better and cheaper. The 
Amiga can address more memory (and can therefore 
run larger spreadsheets) titan the IBM PC It's easier lo 
use and offers far more features than the Macintosh. 
And, the traditional database management, word pro- 
cessing, accounting, inventory controlling, mailing lists, 
telecommunications, forecasting, modeling, simulations 
and number crunching can all be handled with the 
Amiga. And you never have to lake il for walks. 

The graphics capabilities of the Amiga are far be- 
yond anv other computer costing under S20,000, and 
the sound and musical qualities are also remarkable. 
The B8(tO() chip is a powerful processor, able to leap 
tall calculations in a single keystroke, but there are 
other capabilities of ibis machine thai are not (mile so 
easy to see. 

With llie MIDI interface scheduled to he mil some- 
time in I'.IMf), i he Amiga will be able to interface with 
the most advanced electronic musical instruments. 
Combine this with die already impressive array of musi- 
cal instruments and sounds built into die Amiga, and 
you have the ability to orchestrate a musician's dream 
ol synthesized, professional quality music. All for well 
below sound studio prices. 

With that kind of sound editing and generating equip- 
ment available at a reasonable cost, the Amiga should 
spark renewed interest in music from a classical stand- 
point. People will be more inclined to buy themselves 
and [heir children electronic keyboards, drums and syn- 
thesizers, with software to help them learn, al a price less 
than a second-hand piano. The Amiga could also influ- 



ence the music of the future. Given the ability to gener- 
ate custom sounds and even custom "instruments" the 
Amiga looks like a strong candidate as the new musi- 
cian's tool of choice, expanding the "one-man-band" con- 
cept far beyond what anyone thought was possible. 

Companies working on music software are also going 
to bring new turns to the world of sound and music. Peo- 
ple will be able to create pieces that cannot be played 
with anything other than a computer. We'll hear melo- 
dies so complex that no human fingers could work fast 
enough, on strings or keys, lo play them. But the Amiga 
will play them perfectly every time. 

The Amiga's built-in voice synthesis will change the 
way we use computers. There have already been a few 
pioneering software and hardware manufacturers who 
have worked on the integration of voice and software, 
but now that it is within easy reach of anyone with an 
Amiga, 1 think that there will be some remarkable 
things done in many areas. The educational aspects of 
a talking computer, combined with some innovative 
leaching programs (not just drill-and-practice exercises), 
means that students will be able [o learn new languages 
at their own rale, learn how to read and write, have the 
computer teach them about computers or any of a 
thousand oilier things. It's not hard lo foresee a lime in 
the near future (one or iwo years at most) when the 
Amiga as a tutor will supplement public school teachers 
in many areas where personalized instruction is prefer- 
able lo a classroom environment 

But the graphics. Ah. . .the graphics! The Amiga is 
going to out-shine any and all in this area, and Amiga 
owners are about lo take the rides of their lives — into a 
new world of interactive animation, sounds and colors, 
streaming bv in an arcade like blast or drifting leisurely 
in detailed splendor, matched only by Disney and his 
artists. The Amiga can do all this and more, if asked. 



16 l'i 



/9.S ,: > 





Illustration by Matthew Foster 



AmigaWorld 31 





Ah. . . the graphics! 
Amiga owners are about 
to take the rides of their 
lives — into a new world 
of interactive animation 
and color. 




.md people will ask. There is Finally an afforahle com- 
puter than can do the kinds of things that software de- 
signers have concocted in their imaginations, hill 
haven't been able to execute with existing hardware. 
Games conceived and written long ago. which were left 
on the drawing board, will finally see the light of a 
color monitor thanks to die Amiga. 

Digging a bit deeper inio the Amiga is like owning 
an expensive car for (be fust lime. There are plenty of 
bidden features and little things, which show that some- 
one has taken his time in designing this machine. All of 
this adds up to more than anything else on the market. 

The people who buy Amigas for office or home use 
will probably not encounter things built into the Amiga 
to provide software and hardware manufacturers with 
open architecture and an easy programming environ- 
ment. For a developer, having full access to the (iHO(K) 
bus through the expansion pori and direct memory ac- 
cess of up to eight megabytes are jusi two elements of 
Amiga design that make the machine special. Other 
outstanding features include the custom VLSI chips, 
which handle such things as graphics, color, animation, 
music and speech synthesis. 

Programmers have the option to develop on host ma- 
chines, like the IBM PC. Sun Systems or on ibe Amiga 
as a liosi computer, and easib convert Apple Macintosh 
software to run on the Amiga, bv making use of hard- 
ware drivers for the screen, input/output functions, etc., 
and a large library of ROM routines. The ROM library 
is also a clever way to ensure compatibility with future 
versions of the Amiga. They may add new chips and 
features to the next generation of Amigas. but thev 
plan to keep the same ROM calls, entry points and re- 
sults. Current software will run on a next-generation 
Amiga, even if the software doesn't make use of all the 
new features thai Commodore niiglit cook up. 

A multi-tasking operating system, windows, variable 
color and screen resolutions, icons, pop-down menus, a 
two-button mouse and other standard features of the 
Amiga add to the developer's list of reasons for want- 
ing to work on the Amiga. The fact that the Amiga is 
the first fully developed multitasking personal com- 
puter below the Unix environment is enough incentive 
for many developers. But apart from the built-in hard- 
ware bonuses, there is another non-hardware plus in 
working with the Amiga — the company itself. Many de- 
velopers have said that they are getting a great deal of sup- 
port and expert advice in almost every field from the 
people at Commodore-Amiga. This is going to make quite 
a difference to everyone working on new products. 

Indirectly, these factors will have an impact on tin- 
rest of us mortals who will be using the machine. Since 
the Amiga is such an attractive computer for devel- 
opers of software and hardware, many new products 
will appear on retailers' shelves. Since the Amiga has 
features that no other computer can offer, developers 
will be exploring the boundaries of the machine. Like 
the software writers who have been kicking ideas 
around for a long lime but couldn't implement them 



>$ Premiere W^ 



Wioductivitu 





AMIGA 




because of hardware limitations, there are also hard- 
ware manufacturers who have had ideas for peripherals 
that only now can be put into action. 

The Amiga is a challenge for them in many ways. 
Since the machine will be priced lower than any other 
machine with similar features, hardware and software 
manufacturers will have to try to keep prices down. As 
a result, this should bring a number of products into a 
broader market. Products that were previously sold ex- 
clusively to small numbers of people using expensive 
computers can now be sold to a wider range of users. 



some of these phenomena out of the multi-million dol- 
lar sound studios and into homes. Video animation and 
special effects will not be restricted to Hollywood pro- 
ductions, such as Star Wars and TROX. Before long, it 
won't cost a fortune to create your own "high-tech" spe- 
cial effects or make your own MTV videos. Digitized 
images printed on T-shirts won't be a shopping mall 
novelty for long. 

Of course, there won't be many people who will want 
to do all of these things with their Amigas. but there 
will be thousands of people who will buy the computer 




Not onlv will this spur the development ol new kinds 
of software and hardware, but it will also mean that 
more people will see some of the work that has already 
been done on much more expensive machines. Com- 
puter-Aided Design and Computer-Aided Engineering 
software has been around for a few years, but most of 
the really remarkable things that have been done in 
these areas haven't been seen by the majority of per- 
sonal computer owners. 

Electronic music has exploded with new. sophisti- 
cated breakthroughs, and now the Amiga will bring 



for one or two of these reasons. The vertical markets 
are where the Amiga will shine. 

Anv business will find that an Amiga is a worthwhile 
investment. If nothing more, the Amiga, with a business 
graphics package, will produce professional <|U.ility 
charts and graphs in minutes. Enter the values and 
click a button, and you have a bar chart all filled in 
and ready to print. Not quite what you had in mind? 
Click the button a few more times, and you have a pie 
chart, an exploded pie chart and an exploded three- 
dimensional pie chart. All within a few moments of sit- 
ting down at the machine. The Amiga produces clean, 
sharp, professional-quality reports, papers and propos- 
als. And if the boss doesn't like it, a few minutes on the 
Amiga is all it takes to change the report. Anything that 



Illustration by Jack Haeger 



■til Premiere 1985 




'Enable is everything 
Symphony hoped to be!' 



"Quice simply, this package has so many outstanding 
attributes that even the worst skeptics of integrated 
software have to be impressed. The spreadsheet is very 
close to 1-2-3; the word processor combines the best 
thinking of WordStar, MultiMate, Volkswriter, and 
Easy Writer; the data base offers the functionality of 
dBASE II, but with many of the ease-of-use features of 
PowerBase; and the program offers business graphics 
and telecommunication. Taken as a whole, Enable 
surpasses the functionality of Symphony, Framework, 
Aura and Open Access'.' 

IBM PC Update 

December. 1984 

" ... as powerful as a collection of stand-alone programs, 
and it offers the benefits of integration to boot. What's 
more, it runs in only 192K bytes of memory'.' 

ComputerWorld 

March 20. 1985 

"Offering true integration among all of its applications 
modules. . . [Enable is] a powerful production tool 
that can serve everyone in the office, from data entry 
personnel to the vice-president of marketing. Each 
module could stand as a full-powered application in its 
own right'.' 

PC Magazine 

February 19. 1985 

"Enable is one of those programs that can be up and 
running with most of the fearures you need in a few 
hours. As you need more, you can get deeper into the 
program and learn at your own pace'.' 
InfoWorld 
January 21 . 1985 

Enable first in "Performance" rating— including speed 

and capacity of all modules tested. Enable first in 
"Versatility" rating-including power and functionality 

of all modules tested. Enable rated first in overall 

evaluation of the word processor module. 

Software Digest Ratings Newsletter 
Rating oj 15 Integrated Products 
December. 1 984 



PC Magazine February 19, 1985 

"Enable, a five-function integrated system from The 
Software Group, merits a close look by any individual 
or organization interested in a solid package that is 
well balanced in all of its applications'." 
Popular Computing 
March, 1985, Paul Goldner. Raymond Heed, 
Yoram Lirtzman. Michael Wilding 

" ... if an office is looking to step up to across-the-board 
integration with a multitude of functions. . . this is the 
one program to seriously consider'' 

Personal Computing 

March. 1985 

"Enable welds its five applications together with 
outstanding integrity-yet each is exceptionally full- 
functioned in its own right'.' 

Business Computer Systems 

January. 19S5 

"Enable . . . may be the first program to make you give 
up your dog-eared WordStar, dBASE II, Smartcom 
and Lotus 1-2-3 disks!' 

Business Software 
April, 1985 

"Enable may legitimately claim to be the only package 
you'll ever need'.' 

Computer Buyers Guide 
and Handbook 

November. 1984 



Integrated 

software is no longer 

a matter of 

choosing which compromises 

to live with. 



integration without compromise 




©Copyright 1985, '["he Software Croup. Nonhway Ten Executive Parte, BaUsfion lake, New York 12019 

Traikmirfc*: Enable ■ The Software Group: IBM PC. IBM AT— International Ikisinew Machines Gxp.; Vulkswriter - IJfetrce Software. Inc : EasyVlnter — lnlbnnaii:>n Unlimited Software, Inc.; 

wiin.tSLir— MicroPro Intemaiinna! C>wpfinitn>n ; dliV-h" n, dliASF, III, Framework — AshtonTate. Symphony, 12 3, k*us — Utfi^r^rlopment Girptiiatitin; MuIriMaie — Softwunl Systems. Inc.: Aura — Softrend, 

Open Actress — Software Products International. Inc ; SmarUom — Hayes MtCJOCOmplKf Products, Inc.; VT 100 — Digital Equipment Gxpmiiiwi: Pawct&BC — PoWHtte Systems 



Circle 15 on Reader Service card, 



The A miiyi inn do all 
the things thai other per- 
sonal cam/niters ran 
do — only faster, bt'tter 
und cheaper. 





requires charts, graphs, diagrams, illustrations and even 
pictures, ran he done on the Amiga. With a video cam- 
era and a frame grabber, complete repair manuals 
could he composed in-house, complete with labels, ar- 
rows, footnotes, etc. The Amiga can go all the way from 
eye-grabbing bulletin hoard messages to multi-volume 
publications. 

But you're nol limited to the printed page, either. 
Imagine a presentation where graphs change over time, 
where you can show the "what ifs" of a changing mar- 
ket or product, a new idea, an improvement, an altera- 
tion, an add-on to existing machinery or changes in 
personnel or office space. All of this can be done in 
cnlcr and data can he changed in minutes. 

The Amiga will be an incredible "what if" machine 
in planning. The machinery in a manufacturing plant 
or living room furniture can be arranged on-screen 
first. You can arrange the pieces of a puzzle, any size 
puzzle, from scrambled words to arrangements of 
charmed quarks. Designing can be a certain, carefully 
calculated, one-engineer affair or the collaborative 
brain-storming of a committee, all done with a mouse, 
digitizing tablet or light pen — quickly, cleanly and with 



the option of starting over or printing out the results 
on hard copy, color hard copy, slides or videotape. 

Designers of anything will find that the Amiga, with 
the right software, is the ultimate design processor from 
the initial inspiration to the finished product. Virtually 
anything can be designed with the Amiga — machinery, 
clothing, electronic circuits, parts for anything, doilies, 
cabinets, toys, weapons, cars, vacations, bicycles, tarrot 
cards, greeting cards, business cards, story boards, game 
boards, diving boards, emery boards, board rooms, flow 
charts, ocean charts, three-dimensional charts and maps, 
wall charts, etc. 

With the Amiga's easily accessible, built-in speech syn- 
thesis, self-documenting software will become self-explain- 
ing software. The music and sound features will be a hoi in 
for performers, composers, audio-philes, audio engineers, 
jingle writers, symphony writers, radio stations, television 
stations, recording studios, record companies, language 
labs in schools, musical instrument manufacturers, music 
video producers and movie producers. We'll all rise for our 
national anthem played on an Amiga, send singing Amiga- 
grams (electronically), make sound tracks for home video, 
record telephone messages, use talking alarms and security 
systems that can call the police or fire department, and so 
on and on. . . . 



42 Premiere 1985 




With the Amiga, Com- 
fmter-Aideil Design soft- 
ware will reach a 
broader market. 



I'm just having a little bit of tun here, bui everything 
mentioned is not only possible, but probable. Look 
around you. Just about everything you see could have 
been designed using an Amiga, fust about anything on 
paper could have been produced with an Amiga, [ust 
about everything you see on TV could be enhanced us- 
ing an Amiga. There are other computers thai can do 
these things, and there are some computers that can 
outperform the Amiga in certain areas, but there isn't a 
computer anywhere that can match the Amiga feature 
lot feature, ai an\ price (lei alone the Vmiga\ price). 
The Amiga is a launching pad for hardware, software 
and a score of tilings that haven't been invented yet. 

Some people may never do more than write memos 
wish the Amiga, while many more will see the possibili- 
ties and begin explorations. If this is all a bil too much 
to swallow then lake half a step backward. Ai the very 
minimum, the Amiga is stale of the art. A very good 
computer at a very good price. It's easy to use. there's a 
solid company behind ii and enough software to put 
the machine through its paces in half a dozen applica- 
tion areas. It's upgradable, expandable attd not bad 
looking. Have I forgotten anything? ■ 

GSW 

Address all author correspondence In Guy Wright, c/n 
AmigaWorld editorial. HO Pine St.. Peterborough. XI 1 03458. 





Illustration by Island Graphics 



AmigaWorld 43 




Amazing/Graphics 




We had the Amiga set a table filled 
with graphics appetizers and visual 
delicacies to give you a taste of form, 
shape and color. Bon app'etit! 




Somehow, "amazing graphics" doesn't say enough 
about (lie Amiga's visual capabilities. It's like saying 
Bach was an audio engineer or Shakespeare was just a 
manipulator of text. But the Amiga does have amazing 
graphics and when reading about it, you'll encounter 
thai phrase a number of times. 

Since the Amiga's graphics are such a predominant 
feature, there will be numerous references to the 4,096 
different colors available; the 640x400, 640x200 (with 
16 colors) and the 320x200 (with 32 colors) resolution 
modes; the seven layers of sprites; and the dedicated 
graphics chips that make highspeed animation possible 
(without using any of the 68000's impressive speed). 
And there'll be talk of bit blitters, NTSC video output, 
frame grabbers and gen lock add-ons (planned for the 
future). 

Bui what does all this mean to the user in the home 
or office? (How many colors do you need for a data- 
base or spreadsheet, and just what is a frame grabber 
anyway?) It all boils down to — you guessed it — amazing 
graphics. Take the pieces a few at a time. 

First, 4,096 colors. That doesn't take much explain- 
ing. There are only a few personal computers anywhere 
that can match that number. You won't be able to put 
all 4,096 colors on the screen at one time with the basic 
Graphicraft package, but you'll be able to put any 32 
of those colors on the screen at once. And with a small 
amount of programming wizardry, you can expect to 
see commercial programs using hundreds (maybe thou- 
sands) of colors at one time. (A quick note: Island 
Graphics, the company that developed Graphicraft, is 
working on some advanced graphics programs that will 
make all other graphics programs look like paint-by- 
numbers.) 

What about the resolution modes? In the case of 
graphics, the higher the resolution — the more pixels in 
a matrix — the better. A pixel is a dot on the screen; it 



can be the size of a period or larger. It's the difference 
between drawing with a fine-point pen or drawing with 
a magic marker. And, by the way, low resolution on the 
Amiga (320 x 200) is the highest resolution achievable 
on most other home computers. 

What about sprites? A sprite is a block of graphics 
information that the computer treats as a single unit. 
For instance, if you want the letter A printed on the 
screen, the computer goes to a master list of characters, 
pulls out the pattern of dots necessary to form the let- 
ter and puts the whole block pattern on the screen. A 
sprite is just a larger version of a character-block pat- 
tern. The advantage is that you don't have to keep 
drawing the same object over and over each time you 
want to move it around the screen. You just instruct the 
computer to draw it in a particular place, then issue 
movement commands to place it wherever you want. 
The result is faster and smoother animation. 

But that isn't where the idea stops. Sprites are usually 
one size when defined (or added to the master list) and 
even though the computer can expand the size of a 
sprite vertically or horizontally, what happens when you 
want something larger and more detailed? You could 
combine sprites to form larger images, but the Amiga is 
more versatile, letting you define any size area as a 
block, which the computer treats as a sprite, so you can 
move it around on the screen as you like. To accom- 
plish this feat, the Amiga uses something called a blit- 
ter. To put it simply, the blitter moves blocks of 
information around in the computer very quickly and 
bit by bit. if you wish. 

On top of these sprites and blocks and bit blitters, there 
are priority levels (where sprites can pass in front of or 
behind other sprites) and even transparencies (where you 
can see through sections of sprites and view objects that 
pass behind them). All of these special effects are done 
without bothering the 68000 chip, so the 68000 can worry 
about other tasks, such as calculating the angles of refrac- 
tion in an optical modeling simulation; the graphics chip 
will handle the actual display of a lens being rotated 
through intersecting, multicolored laser beams. I 



4-t Premiere 1985 






I 






Ec 



M 



N 



H 




The last few add-ons mentioned above, the gen lock 
and frame grabber, wouldn't be possible if" the Amiga 
weren't up to NTSC standards (NTSC is a television 
standard in this country). A gen-locking device lets you 
mix video signals (don't ask me how), and a frame grab- 
ber can take a single video frame, digitize it and feed it 
into the computer. So what? So take your home video 
tape recorder and superimpose graphics and titles over 
your newest product as it rolls off the assembly line, or 
take a single frame of your Aunt Maude, draw a mus- 
tache on her (or airbrush it out if she already has one) 
and print the results on your printer. 

Much Ado About . . . Much 

All these fancy features mean that, graphically, the 
Amiga can do it — sharper, faster, easier, in more detail, 
with more colors and in more ways than any other sin- 
gle computer ever made. If you just want to draw pic- 
tures, the Amiga gives you more options than any other 
personal computer. If you want to see outstanding ani- 
mation, the Amiga, right out of the box, will out-per- 
form anything in its class. 

Airsickness bags included with flight simulator soft- 
ware? Exploded, 3-D, color pic charts? No problem. 




Previous page: The 
Mandrill. A digitized 
photograph showing the 
range of colors and 
detail possible on the 
Amiga. Above: Basic 
circle, triangle, square 
and lines. Right: Any 
thickness of line, brush 
stroke or pattern can be 
combined with various 
graphic tools such as 
ellipses, curves, circles, 
etc. 

46 Premiere 1985 



Illustrations by Glenn Suokko 



How about a videotaped walking tour of an assembly 
ine? You can freeze the frames, label items with clean 
iiroivs and descriptions and even add graphics. Print 
Hit these frames and include diem in a report or train- 
ng manual. Why do you need graphics capabilities in a 
jusinessr' Well, how much do you want to show that 
:an't be done on a normal typewriter? How much time 
>r money have you spent on training, charts, graphs, 
presentations, logos and designings- 
Create your own ads, logos, charts, graphs, illustrated 
eports, music videos and store displays. The Amiga is 
i design processor for visual images when words aren't 
■nough. 

These pages are just the tip of a very large, very col- 
irful iceberg. All done on an Amiga. All designed to 
how you a sampling of the graphics possible on this 
nachine. In later issues, we'll continue to look at and 
xplore the Amiga's graphics in more detail, but to 
tart, we thought we'd just touch on some of the fea- 
ures. Let the Amiga do a little showing off for the cam- 
ras. Flip a page or two and see what we mean. 

We don't really need to say it again, but what the 
leek. The Amiga has amazing graphics! ■ 




AmigaWbrld 47 



AMAZINGGRAPHICS 




Right: Freehand color 
cycle using largest brush 
stroke. Opposite page, 
top left: Pentagon done 
with a three-dot brush. 
Opposite page, bottom 
left: Color cycle airbrush 
with dotted line. 




48 Premiere 198? 





AmigaWbrld 49 



M 



N 



H 




Above: Cycle- filled 
ellipses. Right: 
Repealing curves with 
two fixed points. 



50 Premiere 1985 




AmigaWbrld 51 



M 



I N 



H I C S 




52 Ihemiere 1985 



Opposite page, bottom: 
Beginning to put it all 
together. This page, top: 
Octagons with shades of 
blue color cycling. Left: 
Color cycle filled 
rectangles with solid 
squares and linear 
rectangle. 



Amigattbrld 53 



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AmigaWbrld 55 



Stimulating Simulations: 
Electronic Arts Gets Involved 
with the Amiga 



By Jim Forbes 




Entertainment is serious 
business for Electronic Arts, 
which boasts some of the best 
Amiga programs and program- 
mers. Find out how the com- 
pany's unique attitudes and 
innovative strategies are 
keeping everyone happy. 



How many times have you wondered who pro- 
grammed your favorite software package? Perhaps 
you've wondered how long it took lo develop your fa- 
vorite program or how it evolved. In most cases, those 
questions will remain unanswered, unless you are look- 
ing at a program from Electronic Arts, 

Electronic Arts, located in San Mateo, California, de- 
velops a variety of entertainment and personal produc- 
tivity software for the Commodore 64, Apple II, Atari 
and recently, the Amiga from Commodore. According 
to Trip Hawkins, the company's founder and president, 
Electronic Arts is dedicated not only to being a highly 
successful business, but also a place where program- 
mers are thought of as artists. The result; programmers, 
or artists, have been flocking to Electronic Aits lo work 
on software for the new Amiga. 

At a time when "legitimate" software companies, 
funded with millions of dollars in venture capital, are 
struggling to carve shrinking niches in the market for 
"serious business" software. Electronic Arts has been 
concentrating its efforts on interactive entertainment 
and personal productivity, and it appears to be doing 
very well. 

The company is best known for games like Hill 
Budge's Piuhall Construction Set and Oneon-Onc, a 
basketball game. According to Hawkins, a quiet native 
Californian, "Games are fun. They're what we've built 
our reputation on and what we'll continue to build our 



future on. There's absolutely nothing wrong with com- 
ing home and playing games on a computer. . . I think 
the Amiga is the best computer I've ever seen for 
entertainment" 

Apparently, both the programmers under rontracl to 
Electronic Aits and the customers agree. Repeatedly, 
games produced by a varying staff of artists, hacked by 
the administrative talents of Electronic Arts personnel, 
have found their way to the top on lists that record the 
sales performance of various software packages. 

Therefore, it's not surprising that Commodore 
turned to Electronic Arts early this year for innovative 
programs that would educate and entertain and help 
sell the Amiga lo consumers who want a computer for 
creativity and productivity. 

New, inexpensive disk-based entertainment software 
for the Amiga will shortly be on shelves throughout the 
country. Hawkins proudly points to a list of 1 1 existing 
programs that are nearing completion and promises at 
least four others within a few months. Some of the cur- 
rent titles being packaged for the Amiga include: Ar- 
clum, Oneon-Onc, Seven Cities of Cold, Skyfox and 
Staillight. New titles include a variety of cockpit adven- 
ture simulations with graphics and excitement that ex- 
ceeds arcade machines. 

The programmers who are joining Electronic Arts lo 
work on die Amiga are "serious professionals," says 
Hawkins. "They view development for the new machine 
as an incredible challenge. It's a lot more complex than 
a Commodore li-1 or Apple II, but il has the types of 
features that many programmers have wanted for a 
long time." 

The need for recognition, as well as the challenge of 
working with a new personal computer, are definite in- 
centives to working for Electronic Arts. However, most 
programmers who work there seem reluctant to admit 
they were attracted by the prospect of being Healed 
like a "star." Instead, they cite as their main attraction a 
quiet type of professionalism in which they can better 
concentrate (heir efforts. 

Bill Budge has been under contract with Electronic 
Arts for two years. He says, "the company has good 
people and a vision that I share. Bui more importantly, 



56 Premiere 1985 




The Development Team. 
Back row standing: from 
left to right: Mike 
Wallace, Dan Silva, 
Eddie Dombrower, John 
MacMillan, Steve Hates, 
Jerry Morrison, David 
Maynard; Bach row 
seated, from left to right: 
Dave Boulton, Glenn 
Tenneyjeff 
Johannigman, Anne 
Westfall, fon Freeman, 
Steve Sliaw; Seated front: 
Bob Campbell, Greg 
Riker 



it eliminates the need for me to market, sell, package 

.iiid promote mv own product. This frees me tor what I 
do best — programming. The types of arrangements 
Electronic Arts has with its contract artists also helps 
the artists focus on the right products. It acts as a kind 
of filler for the creative process." 

A more recent addition to the Electronic Arts' lineup 
is Jeff Brown, a veteran Apple employee who worked 
for the 32-bil Macintosh and Lisa personal computers 
from the time of their inception. Brown signed with 
Electronic Arts because they were willing to "bet on 
people." Brown stops far short when it comes to being 
called, or treated, like a star. "I'm a craftsman, and I do 
the best job I know how. I sought them out and they 
si7.ed me up. Later, they offered me a contract to de- 
velop a program for tile Amiga that will be known as 
Music Manuscript I suppose the real reason I joined 
their team, though, was because I trusted them and they 
trusted me." 



The structure of Electronic Arts resembles that of a 

record company; a primary goal of the organization is 
to help the artist make the best possible product. Devel- 
opers are free to call on a variety of technical, market- 
ing and research professionals whenever they are 
needed. 

On a day-to-day basis, the programmers deal with a 
producer, who tends to their needs and answers their 
questions. Each producer handles about six artists, re- 
ports Greg Riker, Electronic Arts' Manager of Technol- 
ogy and the man who doles out the precious supply of 
prototype Amigas. 

Riker may uiulcrst.mil die record business almost as 
well as he understands the production of software. Be- 
fore being recruited to work for a personal computer 



AimgaWorhl y~ 



Left: Financial (look- 
book. Right: Julius F.rv- 
ing and Uirry Hird Co 
(Me-on-One. 



company ;nul moving to California, Riker spent about 
five years touring with a band, first as a roadie and 
later as an acoustics engineer. 

Riker gets excited when he talks about the software 
the company is developing. So far, screen displays and 
the use of the Amiga's sound chip are, in Riker's view, 
extremely tantalizing. "The intent of the Amiga's inven- 
tors," he explains, "was to rekindle the same excitement 
that got people into personal computing in the first 
place. Commodore-Amiga has really succeeded in excit- 
ing the developers we work with." Riker also says that a 
lack of Amiga prototypes may have helped, not hin- 
dered, Electronic Arts' development efforts for the 
Amiga and other future personal computers. Although 
it wasn't until early this spring that the company began 
receiving Amiga prototypes — black boxes that do not 
resemble the off-white units found in retail stores 
airnvs the c ountrv — Electronic Arts was well into devel- 
opment by the time the first developer received the 
first Amiga prototype. 

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Riker credits much of their progress to the develop- 
ment of something he calls an "artist's workstation," a 
combination of hardware, software and peripherals that 
allows the programmer to develop Amiga software on 
an IBM PC or compatible. 

According to Riker. the workstation concept was de- 
veloped in an effort to get products quickly onto retail- 
ers' shelves and to overcome the need to have 
extremely valuable Atnigas al the office or home ol 
each artist. The concept for the artist's workstation, as 
well as an extensive library of software routines de- 
signed to reduce the time necessary to produce graph- 
ics software, premiered at the first meeting of 
AUGUST, one of several Electronic Arts' in-house 
Amiga artists user's groups. 

There are several versions of the Electronic Arts 
workstation. The basic unit is an IBM PC with a hard 
disk, 640K of random access memory (RAM), a propri- 
etary plug-in card, special software, a graphics card and 
a high resolution monitor, \ccording to Riker. the sys- 
tems are worth between $4000 and S9000. If a program- 
mer doesn't already own an artist's workstation, the 
company will supply him with one and deduct its cost 
from the artist's advances or royalties. 



Some of the electronic "tools" included with the IBM 
PC workstation include comprehensive software editors 
and debugging tools necessary to convert code written 
for the IBM PC's 8088 microprocessor into a compati- 
ble language for the Amiga's Motorola 68000 CPU. 




Ironically, the screen displays of a S9000 IBM PC AT 
(used in the artist's workstation) have less graphical res- 
olution than the weakest mode of the Amiga. 

When development is nearly complete, the producers 
supply their artists with one of the Amiga prototypes 
that seem to be in constant demand by Electronic Arts 
software developers. The artists perform the final 
phases of development on an Amiga. 

In the development of Amiga software at Electronic 
Arts, it is essential that producers and support people 
stay in close touch with the artists. That's why Trip 
Hawkins pushed his company to install a large-scale 
electronic messaging network that artists now access 
from their homes and offices using modems and the 
workstations. "We communicate electronically with our 
artists every day," says Hawkins. 

Not only does the network link producers and sup- 
port staff to the artists, but it also provides the artist 
with access to a fast-growing database that contains 
working code for programs that are already running on 
the Amiga. 

"Bv using the network, artists can access a large soft- 
ware database containing workable code for animation, 
sound and other software routines, to see how other 
developers have handled similar problems. This re- 
duces the amount of time and aggravation in develop- 
ing complex software." says Riker. Artists working for 
Hawkins' company also routinely share information at 
weekly AUGUST meetings. 

AUGUST User's Group 

This user's group meets every Friday. The meetings 
provide a chance for developers to share their tricks, 
along with the latest versions of their programs. The 
meetings are also a good opportunity for developers to 
momentarily duck away from the intense pressure of 
writing Amiga software code and play other people's 
games. 

Bing Gordon, Electronic Arts' Vice President of Mar- 
keting, attends most of the meetings, lie has watched 
the conception, birth and packaging of a number of 
Amiga programs and reports "artists are incredibly ex- 
cited about what they can do with the Amiga. The com- 



58 Premiere 1985 



fttufoi-tcte&trty> 




vAmiga 



Left: Archon. Right: Re- 
turn to Atlantis. 



filiation of its central processing unit, custom circuits 
and graphics capabilities opens up a whole new era of 
computer game opportunities." 

Seated around a table, the authors of programs such 
as Hard Hat Mack, Robot Odyssey, Summer Games, 
Sword of Kadash and Get Organized, are openly ex- 
cited over a chance to develop for what some AUGUST 
members call "the next wave of personal computers." 

According 10 Gordon, Mike Posehn, the author of 
Get Organized, is typical of Electronic Arts' Amiga art- 
ists, Posehn wrote Micropro's (the developer of Word- 
Star) first text editor and holds a doctorate in computer 
science. He is working on a program that is known in- 
ternally at Electronic Arts as "Video Construction Set." 
The program, which Gordon thinks will be priced well 
below S100, lets Amiga owners create programs similar 
to video recordings, using combinations of animated 
text and graphics. 

Posehn savs the program will be used "to build little 
videos that are just like animated movies. The program 
lets you use the Amiga like a television production 




company and includes an on-screen display that resem- 
bles and works like a remote controller for a video 
recorder." 

Bob Campbell, author of Hard Hat Mack, is working 
on an Amiga program called Instant Music. Campbell, a 
musician by training and a veteran programmer, thinks 
the Amiga could open up the world of music to people 
who lack extensive formal training. According to 
Campbell, musicians using the program "won't have 
to compose new rhythmic scales. We provide a high 
level of support not found in other machines." 
The authors of Summer Games are also actively at 
work on Amiga development for Electronic Arts. They 
say, "The capabilities of Apple's Macintosh pale when 
compared to the Amiga. This is a professional devel- 
oper's environment. There are 25 channels of direct 
memory access and it supports real I/O commands." 

Dave Boulton, the author of Adventure Construction 
Set, says, "If Apple's software could have merged with 
Amiga's hardware, Apple would have won the battle 
against IBM." 

Another artist who belongs to AUGUST is working 
on an Amiga version of Marble Magic, a tremendous 
arcade game developed originally by Atari's Coin-Op 
Division in Sunnyvale, California. An arcade version of 



this game is in the developers' room at Electronic Arts' 
headquarters. More than a few artists show up for the 
weekly meetings a tad early to try and beat the ma- 
chine, which has been set on free play. Gordon jokes 
that the Amiga version of this game will require a "mil- 
itary-strength joystick." 

Hawkins points out there is another reason for the 
AUGUST user's group meetings: teaching old dogs new 
tricks. "The Amiga's operating system is written in C, a 
high-level programming language that is very efficient. 
Most programmers are used to writing games in assem- 
bly language. We've used the user's groups to teach the 
programmers the C language," says Hawkins. The 
Amiga and its language also help artists provide incre- 
dible graphics detail in games and other programs. 

Jon Freeman, who, along with Anne Westfall (author 
of Temple of Apshai), is writing the Amiga version of 
Archon, says, "In first-generation machines, like the Ap- 
ple II and Commodore 64, we were able to suggest the 
shape and texture of fantasy characters. With the 
Amiga, we are able to show what the figures really are. 
It's what a personal computer ought to do." 

Griffons, phoenixes and dragons instantly take on de- 
tailed shapes and hard character in the Amiga version 
of Archon, as the program shifts from a board-level to a 
tactical view. 

Hawkins freelv admits that he's more than a little 
partial to some types of games. "I really like tanks," he 
says. "One of the new games involves a tank in Antarc- 
tica; the cockpit views will be incredible." 

Does Hawkins have any guilt about adults playing 
games? "All species, including humans, play games well 
into adulthood. Playing games on a computer usually 
isn't like watching prime-time television, sitting back 
and vegetating. 




"Look at our game One-on-One. It contains a lot of 
information about managing people and your own life, 
and it's a lot of fun to play. Guilt over games? Not 
really. 1 enjoy what we do too much," laughs Hawkins, I 

Address all author correspondence to Jim Forbes, do Amiga- 
World editorial, 80 Pine St., Peterborough, NH 03458. 



60 Premiere 1985 



Circle 4 on Reader Service card. 



ii 



My Own Rags To Riches Story" 



Chapter 3 




The # 1 Reason 
Small Businesses 
j Use Computers 



(My picture here) 



by 






(My name here) 



knew the #1 reason small businesses use 
computers is for accounting.* And I knew 
Commodore-Amiga™ is an ideal small-business 
personal computer because of its state-of-the-art 
performance. 

Naturally, I chose Rags to Riches™ accounting software to keep my books on the 
Amiga. Because it is designed exclusively for 
small businesses like 




[retailers, consultants, service businesses, professionals, ' 
self-employed business people, farmers and ranchers, 
warehouses, manufacturers, home-operated businesses , 




In fact, any and all small businesses! 

Already my business colleagues have made Rags to Riches a national best-seller.** 
Because the fully featured, double-entry Rags to Riches modules*** — Ledger, Receivables, 

Payables let US f track sales and collections, manage vendors and cash |. 

I flow, keep in instant touch with our financial status 

Thanks to Amiga and Rags to Riches, my accounts, records, statements, 

and bills are handled T 'aster, easier, 

more accurately 

Which frees me to spend my valuab 
time doing what I do best and less time 
on paperwork! 

RAGSKgHES 

America's Small Business Software 
from Chang Labs 

5300 Stevens Creek Blvd. 
San Jose, CA 95129 

For the nearest Rags to Riches Amiga outlet, 
call 800-972-8800 (California 800-831-8080). 

*The #1 software application for small businesses is accounting, according 

to a Dun and Bradstreet survey, 

"Rags to Riches ranks in the Top 10 of all accounting software retail sales 

nationwide, according to latest surveys available in Computer Merchandising 

Magazine. 

•••Now Available: Ledger (general ledger). Receivables (accounts receivable). 

Payables (accounts payable). Coming Soon: Sales (sales register) 

"Commodore-Amiga is a trademark of Commodore-Amiga, Inc. 
,, —, "Rags to Riches is a trademark of Chang Labs 



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AmigaWbrld 61 






A Talk with Trip 



Electronic Arts President Trip 
Hawkins talks about software 
development, his company's 
goals for the future and where 
the Amiga fits into it all. 

Trip Hawkins freely admits he hives games, lie 
always luis. He started his first games company as 
a 12-year-old boy growing up in Southern Califor- 
nia. When he moved to Massachusetts to aitnul 
Harvard, he convinced that university's adminis- 
trators to let him combine studies in statistics and 
psychology into — you guessed it — a games major. 

After finishing at Harvard, Hawkins went back 
west and completed a Master's Degree in ISusiness 
Administration. Not long after that, he wait to 
work for an unknown company still struggling in 
its infancy. The company was Apple Computer. 
Hawkins worked in a variety of marketing posi- 
tions with Apple and eventually headed the mar- 
keting efforts for Apple's Lisa. His work at Apple 
brought him into contact with a number of pro- 
grammers — contacts that would later prove ex- 
tremely valuable. 

After almost five years at Apple, Trip spread 
his wings and started his own company. Elec- 
tronic Arts. Headquartered in San Mateo, Califor- 
nia, Electronic Arts is a place wheie programmers 
are treated like artists. It is a successful company, 
with more than a few well-known software design- 
ers under contract to develop entertainment and 
personal-productivity packages for the Amiga. Hill 
Budge (Pinball Construction Set), Jon Freeman 
and Ann Westfall (Archon) are all engaged in the 
Amiga development effort. 

Electronic Arts' headquarters is perched on a 
mountainside in the Ilelmont Hills. Hawkins' of- 
fice commands a view of San Francisco Bay. The 
panorama outside his office is as exciting as the 
personal vision he shared with AmigaWorld. 

AmigaWorld: Why do you refer to program- 
mers as artists? 

Trip Hawkins: I guess it all starts with the 
view that the computer is a new medium 
for home entertainment. The software for 
other media is produced hy artists, so we 
look at software developers as artists and 
we think of ourselves as supporting a cre- 
ative process. 



62 Premiere 19H5 



AW: What is Electronic Arts' mission? 

TH: We want to make software that makes 
computers worth owning. We're dedicated 
to finding software artists and helping them 
lo do their best work. 

AW: What types of things will people ivant in 
the next generation of games, such as those you 
are producing for the Amiga? 

TH: They will be the same types of things 
that people like to read about, or watch on 
television. People are either looking for ful- 
fillment through fantasy, or they are look- 
ing for some new kind of challenge. Maybe 
they've always wanted to know what it 
would be like to ily an airplane, or maybe 
they want to know how to conduct experi- 
ments without something blowing up in 
their faces. It can be just about anything. 
But, a major ingredient in computer enter- 
tainment is giving the user the opportunity 
to be a hero. 

AW: Are you a hero to software authors? 

TH: 111 can help them to make money, I 
am. fn specific cases we have been able to 
motivate people to go beyond the skills they 
thought they had. They appreciate that 
about us. A lot of artists think we are a 
first-class act, helping them lo do their best 
work. 

AW: Were the people who designed the Amiga 
aware of the possible long-term effects of their ma- 
chine on the personal computer industry? I'm re- 
ferring specifically to the user interface, tlie 
graphics and sound capabilities. 

TH: Actually, I think they were the first 
computer designers who really had the 
awareness you mention. All the right things 
are there. 

AW: What are the right things? 

TH: The first thing is hardware perfor- 
mance. You have to have a fast processor 
that is capable of executing compiled code. 
We have been held hack in the past by the 
limitations of eight-bit processors, which arc- 
incapable of handling instructions of the 
necessary complexity and can only address 



04K. of memory. On eight-bit machines, to 
produce a good piece of programming, you 
have to work in assembly language. This is 
a specific skill that some people have, but a 
lot of people who have the artistic ability to 
come up with great ideas don't have that 
skill. Therefore, there are some limitations 
on the kinds of products we can make for 
computers using eight-bit central processing 
units. 

The Amiga, however, has a fast, powerful 
central processing unit. With the Amiga, we 
have been able to provide our artists with 
developer's workstations that have the right 
combination of hardware and software tools 
to develop superb programs. 

AW: Is the Amiga user going to be different from 
other personal computer users? 

TH: Yes and no. Many of the people who 
currently own personal computers and have 
caught the computing bug will want to up- 
grade to the Amiga. I would estimate that as 
many as 20 or 30 percent of existing per- 
sona] computer owners will purchase the 
Amiga. We went to a Commodore users' 
group a few months ago and found that 
most of the people at the meeting wanted 
to buy Amigas. 

AW: What types of Amiga programs can the con- 
sumer took for from Electronic Arts? 

TH: Some of our products for the Amiga 
will be improved versions ol our existing 
games and productivity software packages. 
But we are also developing a number of 
new heroic adventure games for the ma- 
chine. Most of our packages will be avail- 
able before the end of the year. 

Because the Amiga has incredible sound 
and graphics, users will find games that 
have the feel of being much more like real 
life. They will be able to immerse them 
selves in the fantasy. This is an important 
aspect of entertainment software. 

What this industry needs more than any- 
thing is this kind of excitement. It's been 
lacking in many games. 




AW: Is there any reason In Jeel guilt about film- 
ing games with a personal computer? 

TH; I've always found ii interesting thai 
adults feel guilty about playing games. 
Everyone needs leisure time to relax. Play- 
ing games and using an interactive medium 
like software happens to be one of the 
more redeeming forms of personal com- 
puter usage. It's a form of mental exercise 
and a learning process. 

AW: Given your perspective on the me of per- 
sonal computers as an entertainment medium, 
how do you manage the employees and artists at 
Electronic Arts? 

TH: The first thing we really believe in is 
quality. Building the best software is not 
only a good business strategy — it's really a 
hell of a lot of fun. We take a lot of pride 
in what we do. Achievement is also very im- 
portant to us. We recruit our people with 
these two values in mind. Teamwork is an- 
other thing we really focus on here. Organi- 
zational hierarchy doesn't mean a damn 
thing at Electronic Arts. Having a good 
sense of humor helps if you're working 
here. Our software reflects our values. 

AW: What are your future goals for Electronic 
Arts? 

TH: The thing that I find exciting about 
computer technology is that it is not stable; 
it has not settled down yet. We want to be 
the first to Figure out how to use new tech- 
nical breakthroughs like the Amiga to make 
belter software. I think it is inevitable that 
someday home and personal computing is 
going to be something that everyone bene- 
fits from. Right now it's something that 
Yuppies — people with money — benefit 
from. It's at a very early stage. The same 
place that light bulbs occupied in Thomas 
Edison's day. But someday soon we will be 
able to do something with computers that 
will really affect our lives in an extremely 
positive way. 



Trip Hawkins, Presi- 
dent, Electronic Arts 



A migaWurld 63 




Digital Canvas 



The Amiga computer is an impressive graphics tool, 
but it is still just another computer until if s put into 
the hands of an artist Digital Canvas is designed to 
be a showplace for Amiga artists. For this premiere is- 
sue, we convinced fack Haeger, Director of Amiga's 
Art and Graphics Department, to do some showing 
off for us. 




Willi MB 



Jack is originally from Chicago, Illinois, where he 
spcnl two years at Northern Illinois University before 
going on to get his BFA degree in painting from The 
School of the Art Institute of Chicago. While attending 
SAIC, he did some freelance illustrating for Ckicago 
and Playboy magazines. Through Playboy, he found out 
about a Chicago-based company called Williams Elec- 
tronics, that was looking for a computer artist. Even 
though he had no experience with computers. Jack 
took a job there working on video aicade games. His 
first arcade game project, Sinistar, was ranked number 
one in the nation for three straight months. He 
later worked on Star Rider, Williams' first laser disk 
arcade game. 

Inspired by the personnel and the machine's prom- 
ise, Jack took a chance in 1983 and moved to California 
to work at Amiga, which, at the time, was only a small 
start-up company. He has been there ever since. 

About his own work. Jack says "Up to this point, a lot 
of computer graphics has been qualified as good simply 
because it was done on a computer, but that isn't 
enough. In my mind, it must first stand on it's own as 
graphic art and secondarily as work done on a com- 
puter. You can't just be in love with the media for its 
own sake. The images must fulfill the fundamental cri- 
teria of good design and aesthetics, A sense of humor is 
also important. I think that the computer is an ex- 
tremely dynamic tool for creating and manipulating 
graphic art, and the impact that the computer will have 
on the graphic world is going to be tremendous." 

Take a look at some of Jack's work, and you'll see just 
what an artist can do with the right tools. ■ 



64 Premiere 1985 




AmigaWbrid 65 




66 Premiere 1985 




AmigaWbrld 67 



"A lot of computer 
graphics has been quali- 
fied as good simply be- 
cause it was done on a 
computer, but that isn't 
enough. . " 




68 Premiere 19H5 




AmigaW'orhi 69 




70 Premiere 1985 




AmigaWvrld 71 





Sounds Like 

Amiga's sound features can make you a 
composer or conductor — even if you've 
never played a note. 



Voices, octaves, waveforms, sampled sounds, voice 
synthesizers, phonemes, attack, decay, sustain, release, 
envelopes, ring modulation, sawtooth, sequencers, 
MIDI. etc. These are the elements of computer music, 
sounds and speech. If you recognize and understand 
these terms, then the Amiga is the manifestation of an 
audio dream. If you don't understand them, take heart. 
There are do/ens of music, sound and speech experts 
out there who have fallen in love with the Amiga. 
These people are going to make the Amiga sing for 
you, play for von. talk to you. 

It is sometimes hard to believe music and mathema- 
tics are closely tied together, but there are people who 
feel the rhythms of equations, and there are people 
who calculate screaming guitar riffs down to N decimal 
places. Some Bach pieces are so mathematical in design 
that Bach only wrote one or two parts of a five-part 
harmony, expecting the performer of the piece to work 
out the relationships, steps and synchronizations for 
himself. At the other extreme, there have been comput- 
erized musical performances based upon the structure 
of DNA molecules. So what does all this have to do 
with the Amiga? 

When you think of artificial intelligence, images of 
computers taking over the world pop into mind; or if 
you are a bit more realistic, perhaps "expert systems" 
and business decision-making applications seem more 
likely to you. One company, called Cherry Lane, is 
using speech-recognition techniques developed at Car- 
negie-Mellon University by Roger Dannenberg. They 
are using these techniques in Cherry Lane's latest 
music software project, called Harmony, for the 
Amiga. 

Harmony is the name of a computerized accompani- 
ment program that is pushing the limits of the com- 
puter/music relationship. It's an intelligent program 
that plays along with you. That doesn't sound all that 



fantastic on the surface, but check the wording of that 
last sentence. The computer plays along with you, not 
vice versa. The program "listens" to what you are doing 
and adjusts itself in real time. It's as though you are 
playing the lead and another musician is accompanying 
you on another instrument. If you slow down, it slows 
down. If you miss a note or two, it doesn't just keep 
chugging away blindly (or, in this instance, deafly); it 
adjusts itself to whatever you are doing and tries to 
anticipate your next move. It follows, rather than leads. 

The company is using Harmony as a jumping off 
point, rather than as the ultimate package. Combined 
with a scheduled MIDI interface. Harmony can be 
linked to topof-the-line synthesizers, keyboards and 
another of Cherry Lane's existing products, the Pitch 
Rider, which lets you play an instrument into a 
microphone. 

So even though the Amiga can do a good to great job 
of imitating a flute, either through true computized 
synthesis or sound sampling (more on that later), with 
the Pitch Rider, Harmony and a MIDI interface, you 
will be able to play a real flute and the computer will 
follow along. Sometime in the not-too-distant future 
(can we hope very near to the Amiga's launch date?), 
you will be able to play music into the computer, have 
the software write the musical score for you, go back 
and edit the score, and then, as you play different 
parts, have the computer play along with you. 

Cherry Lane is working on sampled sound software, 
which will mean the ability to take a sound, any sound, 
digitize it and then turn it into an instrument that can 
be played back. For example, you will be able to record 
the sound of a bottle being broken, and then, after 
some software chicanery, play a broken-boltlepiano, let- 
ting the computer adjust the pitch of each "note." 
When you touch the middle C key on your keyboard, 
the result will be the sound of a bottle breaking in mid- 
dle C; when you touch the G sharp key, the bottle will 
break in a lovely G sharp. 

These are not just the dreams of a music fanatic; 
these are things that we should all be seeing within 
months! Whom are they designing for? The profes- 



12 Premiere 1985 



Circle 6 on Reader Service card. 



Cherry Lane Technologies & 

The Amiga Personal Computer 

Join Together in 

HARMONY 



We are proud to announce the arrival of Harmony, the first of a new generation of Cherry Lane 
software developed for the Amiga. You can now take full advantage of the unique music and graph- 
ics capabilities of this powerful computer. 

Harmony is the ultimate in music accompaniment. The four internal voices of the Amiga, as well 
as all 16 MIDI Channels will follow your lead. Every nuance of your performance will be followed 
brilliantly. You can accomplish Accelerando and Ritardando at will. Even if you jump ahead or behind 
in the score, Harmony will keep pace. 



Harmony features: 

• Full Score Graphics with repeat points 
and scroll bars. 

• MIDI Implementation of MIDI In, 
Out, and Thru. 

• Real time accompaniment to follow 
your performance. 

• Recording of your own accompaniments. 

• Singers and horn players can use 
the Pitchrider 2000 and take 
advantage of Harmony. 

Optional equipment includes: 

• Full size 49 note keyboard. 

• Extensive library of pre-recorded 
arrangements. 



Welcome Harmony. 
The first part of an integrated music 
composition and performance system 
for the Amiga. 



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AmigaWorld 73 



sional musician, certainly. With the MIDI interface (a 
state-of-the-art, high-end music product) and the ability 
to use the Amiga as a sequence controller during on- 
stage performances, people in the music industry are 
already drooling at the potential of the Amiga. But 
music is a computer language that everyone can enjoy. 
And the programs that Cherry Lane is working on can 
be used by the novice as well as the pro. 

Other people are working on music for the Amiga, 
and the first music most people will hear will come 
from Commodore's Musicraft. The Musicraft program, 
to be released in October, has features that can tune up 
a tin ear, edit out mistakes and act as a serious tool for 
the dabbler and the dedicated musician alike. 

The computer plays 
along with you, not vice 
versa. The program 
listens to what you are 
doing and adjusts itself 
in real time. 



Musicraft will feature a sequencer, synthesizer and 
keyboard. (Now, if someone can only think of a new 
word to differentiate between a typewriter or computer 
keyboard and a piano-type keyboard, it will make the 
job of writing about keyboards a lot easier.) The 
sequencer section of the program will let you write and 
edit your music using the mouse or keyboard. (In this 
case, "keyboard" may mean either type, because Musi- 
craft will accept input from a computer or piano key- 
board plugged into one of the ports.) You will be able 
to write four-part pieces with a range of six octaves, in 
twelve keys (musical keys like the key of D or the key of 
G, not the D or G keys on the keyboard) and variable 
time signatures (if you really want to play something in 
y|,,lh lime, the Amiga can easily accommodate you), 
assign different instruments to different voices and 
even change intruments in the middle of a song. The 
output is, of course, in stereo. There are so many edit- 
ing commands that Musicraft might be considered a 
musical note processor (as opposed to a word 
processor). 

In the library of instruments (well over a dozen at the 
time of this writing, and I expect many more by the 
Amiga's release date), there are a handful of sampled 
sounds (mentioned above), and if you have never heard 
(he Amiga in action, then be prepared for a pleasant 
surprise. The Amiga doesn't sound like an electronic 
organ trying to sound like an electronic piano. When 
you ask the Amiga to sound like a violin, it sounds like 



a violin, just listen. . .well, anyway, go listen to one and 
hear what I mean. 

Of course, if you don't like the instrument selection 
included with Musicraft, there is the synthesizer section 
of the program, where you can design your own sounds 
or use sounds from the library and modify them to 
your heart's content. You can alter the envelope, 
timbre, volume, attack, decay, etc., and when you gel a 
sound you like, save it to disk with the other instru- 
ments and build your own Amiga orchestra. There is 
probably a finite number of possible instruments and 
sounds that you can create with the synthesizer, but it 
would be safe to say that the Amiga can create more 
sounds than the human ear can distinguish (literally 
thousands, if you want to gel picky). 

Put these features together with the Amiga keyboard 
and you have a sophisticated musical instrument unlike 
any you have ever heard. Musicraft, as mentioned, can 
be played with a piano keyboard attached, or you can 
"type" the notes using the Amiga keyboard. You can 
redefine the computer keys to suit your fancy or your 
fingers (very handy if, like me, your fingers aren't as 
musically inclined as you would like them to be). Just 
redefine the keys so that out-ol-key tones just aren't 
possible, so that your fumbling fingers couldn't hit a 
wrong note even if they wanted to. You can play along 
with your own compositions or load in one of the 
pieces in the score library on the disk (each with its 
own keyboard layout), and play along with perhaps a 
greater composer. 

There are thousands of other things to talk about, 
including speech. With the Amiga's built-in speech 
capabilities, using a phoneme-based system, you will be 
able to make the Amiga talk in either a male or female 
voice. You will be able to enter text strings in Basic and 
have the Amiga recite the Gettysburg Address, or your 
sister's address. It is almost certain that software compa- 
nies will have the Amiga read you the instructions for 
operating a program, or give you auditory prompts. 
The advantage of phonemes, which simply means pho- 
netic sounds (e.g., L'h Mee Guh for Amiga), is that the 
vocabulary is unlimited. With a bit of fiddling you 
should be able to make the Amiga speak with a French 
accent, or even speak French, if you wish. Like the 
music features, the voice synthesizer will be able to do 
more than your average computer. 

This was not meant in be a comprehensive discussion 
detailing all the features of Musicraft and the programs 
from Cherry Lane; it was meant to be a quick look into 
some of the things that are being done for the Amiga. 
There will be many other articles covering sound, 
music and speech in upcoming issues of AmigaWbrld, We 
have only tried to give you the opening bars of a 
symphony. 

When I asked the people at Cherry Lane why they 
were so excited about working on the Amiga, they said 
that with the built-in sound and graphics and the MIDI 
interfacing capability, they arc convinced that the 
Amiga will be "the ultimate music machine." Ta da! I 

GSW 

Address all author correspondence to Guy Wright, c/o 
AmigaWbrld editorial, HO Fine St., Peterborough, Nil 
03458. 



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A Peek at the 68000 



By Brian Epstein 




The Amiga and Motorola's 68000 chip mark the 
beginning of a new era in microprocessing. What will 
this mean for Amiga users? Here's a look at the recent 
past and a peek at the future. 



So what's the big deal about the 68000? Is it the chip 
it's made out to be — the silicon wunderkind of the 
early 1980s? Does it mark the end of the eight-bit era, 
foreshadowing the demise of old friends like the 6502, 
the Z-80 and 6809? If you're an old-timer of the eight- 
bit world, you might not like to hear that not only does 
the 68000 mark the end of that era, hut in all likeli- 
hood, it heralds the beginning of the 32-bit era. 

Farewell to the 6502 

Commodore's decision to place a 68000 under I he 
hood of the Amiga was based on its power, 16-bit archi- 
tecture and the abundance of software already in exis- 
tence for it (including fast compilers and high-level 
languages). 

The design of the chip lends itself well to such things 
as compilers. In fact, certain machine-code instructions 
available to the 68000 are only included for the specific 
purpose of helping compilers. Instructions with names 
such as Link and Unlink allow a program to be com- 
piled from high-level source code to low-level machine 
code with less hassle for the compiler itself. The pro- 
grams generated this way will execute easier and faster 
than if they were produced by an eight-bit ancestor. If 
nothing else, this is the kind of thing that will inlluence 
software writers in their decision whether or not to 
write for the Amiga. 

So, not only will the Amiga be programmable at the 
old-fashioned machine-code level, but also with Fortran, 
Cohol or C compilers — whatever suits you best. Assum- 
ing the writer of a compiler knew what he was doing 
with the 68000's instruction set, the final code gener- 
ated should execute with very little overhead or sacri- 
fice in quality of resultant code. This makes it a fair bet 



that, of the early products that start appearing for the 
Amiga, something like a C compiler (currently in 
vogue) will be among the first to be offered. In fact, the 
architecture of the 68000 determines, as much as the 
capabilities of the Amiga, the kinds of software tools 
that will appear for Commodore's newest micro. 

The old band of chips like the 8080, the 6502 and 
even the predecessor of the 68000 itself— the 6800— 
are now doomed for forever and a day. Of course, 
everyone suspected their days were numbered as soon 
as the first 16-bit chips came rolling off the production 
line, but somehow the 68000 has been the final coffin- 
master, firmly hammering in those last nails. The new 
machine demonstrates Commodore's realization of that 
fact. The Amiga and the 68000 together mark the entry 
of home microcomputing into the era of 16-bit micro- 
processing power. This is a long overdue entry (as 
10-bit microprocessors have been available for a couple 
of years now), but one thai will probably lead, in the 
long run. to 32-bit power as microcomputers become 
more like mainframes. 

A Little History 

It's interesting to note that Motorola (the manufac- 
turer of the 68000, or MC68000, as its official nomen- 
clature strictly specifies) was in at the start and end of 
the eight-bit game. It started with the 0800 way back in 
197-1 in an attempt to improve upon the only existing 
eight-bit microprocessor unit (mpu) at that time — Intel's 
8008. The 6800 was surpassed pretty quickly as other 
manufacturers joined the fray. Motorola, not to be en- 
tirelv outdone by the competition, introduced a super- 
set of the 6800— the 6809 — in 1978. Despite not being 
lire most successful chip of the eight-bit era (that acco- 
lade goes lo the Z-80), the 6809 was probably the most 
powerful of the eight-bit chips. The one thing that 
could possibly have been improved upon was its speed; 
its power and instruction set (that is, the instructions 
available to a machine-code programmer) were cer- 



76 Premiere 1985 




Illustration bv Phil Geraci 




lainlv the most powerful of any eighl-bil chip mid prob- 
ably will never be surpassed. 

There's no longer any reason why a chip manufac- 
turer would want to devote any lime, money or produc- 
tion effort into furthering the cause of eight-hit 
technology. So, in all likelihood, the 681)9 will reign 
supreme as far as quality goes, whereas the Z-80 will 
claim supremacy in sheer numbers. 

Motorola, with its record of almost starting and fin- 
ishing tile eight hit stakes, and despite not being the 
most successful regarding total number of chips sold, 
seems to fn- determined to assure ils success in the 
16-bit Held and beyond. The 6809 demonstrated a wis- 
dom and care in design that hadn't been paralleled in 
other eight-bit chips; that same wisdom and attention to 
detail was brought to bear when they worked out what 
was going to be available in the 1)8000 (which was 
finally introduced in 1979). 



Fast and exciting graph- 
ics software, including 
3-D image manipula- 
tion, is certain to reach 
the Amiga market. 



Motorola was also smart enough to realize that the 
technology of eighl-bil chips couldn't simply be 
expected to disappear overnight, so the 68000 was even 
made available in an eight-bit version — the 68008. This 
works as an eight-bit chip, but it uses the 68000's pow- 
erful instruction .set and architecture. \ot only that, but 
the tiSOOO and all its siblings (which include the 68010 
and 68020) can actually use some of the powerful sup- 
port chips that were designed for the 6800. 'Ibis 6800- 
f'amilv of chips was, of course, originally intended to 
provide peripheral support on an eight-bit bus. These 
chips, which are by now fully tried and tested in the 
real world of microcomputer peripherals, can still be 
utilized by manufacturers who want to use the 68000 
rather than the 6800. This is thanks to a clever hard- 
ware trick or two, including special signals and pins on 
the 6800(1 chip to allow easy interfacing to these eight- 
bit devices. 

So. now some of the power of the 68000 becomes 
apparent. Not onlv is it a microprocessor with a highly 
developed instruction set. and not only can it support 
compiled languages, but it also can support a set of 
hardware add-on chips that have been successfully 
tested and in the marketplace for years. Thus, the 
1)8000 becomes part of a set of building blocks that 



can have a computet and supporting software up 
and running in a much shorter time than would have 
been the case with the eighl-bil wonders of the past. 

Four Flavors 

As previously mentioned, the 68000 comes in differ- 
ent flavors — four to be exact. The 68008 is simply a 
68000 that talks to its memory over an eighl-bil bus, 
ju.st like any "archaic" eighl-bil mpu. This is achieved at 
a small price lo speed, because memory is only read at 
half (he "width" of tile 68000. The 68010 is a slightly 
enhanced (58000. It has a couple of extra opcodes that 
enable it to deal with multi-user environments, and it 
can run slightly faster, lire 68020 is the big daddy of 
them all. Not only does it have the capabilities of the 
68010, but it talks lo memory over a 32-bil bus, thus 
giving it twice the bandwidth of the 68000. This ex- 
plains the claim thai the 68000 heralds the beginning 
of the 32-bit era: Leant to use the 68000 and you will 
automatically be able to use the 68020; you will have 
leapt from eight to \V1 bits in a single bound. 

Graphics Processing 

In its rich instruction set. the 68000 allows transfers 
of data to be made lo and fro between registers inside 
the chip and memory outside; or, register to register 
and even memory to memory. The ability to transfer 
data in so many diverse modes becomes especially im- 
portant in a graphics-oriented machine such as the 
Amiga. 

Graphics processing in micros has always been a 
problem in the past because a graphics image is always 
represented by lots and lots of bits in memory. Lots of 
bits inevitably add up to lots of bytes, so manipulation 
of an image translates into manipulation of many bytes 
in memory. This is where the 68000's data-handling ca- 
pabilities provide some incredible power. Not only can 
it handle data in byte-size eight-bit chunks, but it can 
deal with words of 16 bits in length or long words of 32 
bits. The fact llial it can swallow 32 bits in a single gulp 
means that in one single instruction, the 68000 can Ilex 
four limes more muscle than the equivalent instruction 
on an eight-bit microprocessor. And that's not taking 
into account a faster overall speed. 

To stay abreast of (and, at the moment, ahead of) 
their competition, Commodore had little choice other 
than to go with a I libit device to support fast color 
graphics. As other manufacturers (who shall remain 
nameless) also picked the 68000 for the very same rea- 
sons, Commodore seems to have been preceded by 
their industry peers as far as making the wisest deci- 
sion. And as there are already many implementations 
of graphics software written for the 68000, anybody 
who has these libraries available to them is spared 
some of the development headaches in achieving the 
best from the machine. 

Some of this software is certain to reach l he Amiga 
market, so we can be assured of the early appearance 
of some fast and exciting graphics software for the 
machine. This will no doubt include 3-1) image manipu- 
lation, as well as picture processing via a video input. 

Within 12 months, many Amiga owners will not only 
be storing family data on their microcomputers, but 
they'll also be storing the lauiilv photo archive. This 



78 Premiere 19 tS5 



means being able to draw a convincing mustache on 
your moihi-i inlaw, as well as retouching more impor- 
tant photographs or video images. 

The whole scenario of image processing is suddenly 
going to become available lo the hobbyist. Previously, 
image processing on a realistic level was simply not 
accessible due to the lack of power of eight-bit proces- 
sors. Now, with a little ingenuity, hobbyists are likely to 
be inspired to produce some real works of an. '["he im- 
age processing involved won't be much easier because 
ol the 68000, but it will be fast and impressive enough 
to be worthwhile. (Watch out for a programmer named 
Paul Lutus; he did some pretty fancy graphics on eight- 
bit machines. He'll have a field day with the Amiga.) 

A Workhorse 

This is all made possible thanks to that 16-bit work- 
horse, the 68000. Without getting too technical, let me 
just point out that il has 17 internal registers. Of these, 
15 are used on a regular basis. And I'm not talking Hi 
bits now — each register is 32 bits long. This means the 
68000 can hold a graphics image of 15 x 32, or 480 
bits. This 15-register's worth of image can be zapped 
into or out of video memory in a startling 7.5 mil- 
lionth* of a second. This gives you a good idea of win- 
it's the closest tiling yet to a mainframe processor in a 
microchip. 

The (580(H), because of this power and acceptance 
within the industry, represents stability and a new 
beginning within the microcomputer industry that was 
only hinted at with the Z-80. Commodore couldn't have 
chosen better. If, as an eight-bit programmer, you've 
been putting off your entry into 16-bit processing, the 
Amiga represents your big chance. If the only thing you 
,tC(|uite is a working knowledge of the 68000, you'll be 
set for at least the next five years in the microcomputer 
business as a whole. You'll not only be up and running 
with experience in a 16-bit environment, but you'll also 
be ready for 32 bits. As the price of the 68020 comes 
down, it will finally cause even 16 bits to go the way of 
eight hits. And it doesn't take a great stretch of the 
imagination to see that the price of microprocessors 
makes this a certainty. 

Facts and Figures 

If you're interested in a couple of facts and figures 
about the 68000, you'll he interested to know that it 
can access 16 megabytes of memory. Compare this in 
everyday language with the 6502, which drove the PET, 
the VTC-20 and the Commodore 64. Whereas the 6502 
could address 65.536 bytes of memory, the 68000 can 
address 16,777,216! This is enough to run the average 
spreadsheet, database and word processing file all at 
the same time-, with some room to spare. It's also the 
same addressing range that is available on a measlv 
IBM 370! 

Jusl in case owning an Amiga makes you feel loo 
smug, though, let me tell you that the 68020 can access 
lour gigabytes of memory. Now let me see. . .that's two 
multiplied by itself 32 times. The batteries in mv calcu- 
lator are due for replacement soon. I think I'll let you 
work out the final figure yourself. I 



Circle 31 on Reader Service card. 



Manx Aztec C68k/Am 
The C for the Amiga 

Manx Software Systems will soon release an incredibly 
powerful, portable, and professional C Development System 
for the Amiga microcomputer: 

Manx Aztec C68k/Am 

THE FIRST CHOICE OF PROFESSIONALS 

Manx Aztec C Software Development Systems are used 
widely by professionals to produce software for business, 
educational, scientific, research, and industrial applications. 
Manx Aztec C is the first choice of professional C developers 
because Manx Aztec C Development Systems produce high 
quality code, are unsurpassed for portability, are bundled 
with powerful time saving utilities like make and vi, and 
because Manx Software Systems provides timely technical 
support. 

NATIVE AND CROSS DEVELOPMENT 

Manx Aztec C Software Development Systems are avail- 
able as cross and native development systems. Manx Soft- 
ware Systems has provided C cross development systems 
since 1980. No other C cross development system offers the 
complete, professional cross development environment pro- 
vided by Manx. Every cross development system includes the 
optimized Aztec C compiler, an assembler, linkage editor, an 
object file librarian, a full set of UNIX and general utility 
libraries, and in some environments, such as MS-DOS and 
the Apple Macintosh, an array of time saving UNIX utilities 
like make, diff, and vi. 

MULTIPLE LEVELS 

Manx also provides different levels of Aztec C to meet the 
different demands and budgets of a wide range of software 
developers. The commercial system, Manx Aztec C-c, in- 
cludes an optimized C compiler, assembler, linker, object 
librarian, general library routines, library source, and extend- 
ed library and utility routines. The developer's system, Manx 
Aztec C-d, includes an optimized C compiler, assembler, 
linker, object librarian, and general library routines. The per- 
sonal system, Manx Aztec C-p, includes a less optimized C 
compiler, does not have an assembler, and has fewer library 
and utility routines. Each system is unbeatable for price- 
performance. Each system is upgradable. 

Prices: 

Manx Aztec C68k/Am-c $499 

Manx Aztec C68k/Am-d $299 

Manx Aztec C68k/Am-p $199 

Manx Aztec MS-DOS to C68k/Am Cross . . . S500 
lb order or for information call 1-800-221-0440, 
1-800-TEC WARE, or 201-530-7997. Orders can be payed 
via check, COD, VISA, MASTER CARD, American Express, 
or net 30 to qualified customers. 

Portability: Manx Aztec C is also available for the Macin- 
tosh, MS-DOS, CP/M-86, CP/M-80, APPLE D, TRS-80. and 
Commodore 64/128. 



AmigaWorld 79 



Circle 16 on Reader Service card. 



MetacomcQ, 
The real alternative 

Metacomco is proud to have been closely 
involved in the creation of the Amiga™ 

In less than six months, Metacomco devel- 
oped AmigaDOS™ with Commodore-Amiga,and 
provided several major languages and software 
components for the new computer, including: 

ABasiC™ 

ISO Pascal 

Cambridge Lisp™ 

Macro Assembler 

Linker 

UNIX™ and MSDOS™ cross development systems. 

Metacomco is a specialist supplier of systems 
software for 68000 based computers, providing a 
range of languages, operating systems, and utilities. 

Metacomco: the real alternative for computer 
developers and manufacturers, worldwide. 

nETRCORC 

SOFTWARE FOR THE 68000 

Derek Budge David Sykes 

201 Hoffman Avenue, Monterey 26 Pordand Square, Bristol BS2 8R2 
California 93940 USA ENGLAND 

Telephone: (408) 375 5012 Telephone: (0 272) 428781 

Amiga, AmigaDOS, ABasiC UN IX. MSDOS arc ir.iJcm.icts rfOBOiraodote-Amiga Inc. . AIT Hell LiK an J Micr.Wr a.rp. rop.-cr.ivdy 




80 Premiere 1985 




The Amiga as a 
Teaching Tool 

By Guy Wright 

With its versatility, speed and power, the 
Amiga will enhance and enliven the 
learning process for a new generation of 
students — and not just in the classroom. 

If you read the proj 
about the future of personal 
will notice that the trends indicate people 
will be playing fewer games and devoting 
more time to business, personal productivity, 
"expert" systems and educational applica- 
tions. It can be argued that the Amiga com- 
puter is ideal for each of these applications, 
and some of the other articles in this issue of 
AmigaWorld have explored the ways that the 
computer can be used in these areas. This ar- 
ticle will focus on education, pointing out 
some traditional — and some not-so-tradi- 
tional — ways that the Amiga will be used as a 
teaching tool. 



AmigaWorld HI 




When most people hear the term "educational soft- 
ware." they think of a first-grader sitting in front of a 
school computer solving simple arithmetic problems or 
guessing the names of state capitals. They think of drill 
and practice, for the most part, and when you look at 
the majority of the educational software out there for 
the various computer systems, drill and practice is what 
you find. There are some companies producing educa- 
tional software of a more interesting nature, and a few 
companies are marketing some very good programs, 
but most of the software in this genre is less than 
impressive. Children in schools learn more by trying to 
break into the programs so they can cheat than they do 
by running the programs and following instructions. 

There are a number of reasons why the educational 
software in existence today is so weak. A primary rea- 
son is that educational software is not as profitable for 
a manufacturer as business or entertainment software. 
One software developer and distributor said that he 
had dropped his entire line of educational software 
because the home market was too small, and selling to 
school systems was a nightmare. As he put it, "School 
systems are probably the worst software pirates out 
there. They usually only buy one program and then 
copy it for each computer lab, then the teachers make 
copies and the students make copies, and before long, 
there are dozens of copies of the program floating 
around. While all this is happening, 1 am waiting for 
the si liool board's approval of the original check. It's 
like selling them a driver's ed film. You know that it is 
going to be shown over and over and over again for 
years to come, but you only get paid for one copy." 

Software companies make their profits on volume 
sales, and schools are notoriously money conscious 
when it comes to new ideas. Most computer depart- 
ments spend the little money they have on hardware 
rather than on software. 

Another reason why good educational software is 
lacking is that the people writing the software are using 
old methods with a new technology. Few software devel- 
opers have made use of the interactive capabilities of 
the computer. Typing tutor programs are the major 
exception to this; they are an example of how the com- 
puter can be used to teach a valuable skill more effec- 
tively than a teacher in a classroom (especially if the 
program is done well). 

The Future 

So, educational software is in a dreadful state. What 
does this have to do with the Amiga computer? The 
Amiga should encourage advancement of educational 
software art in ways that other computers cannot. The 
Amiga will put powerful computing, ease of use and 
features found in no other personal computer into the 
hands of not only software companies, but also thou- 
sands of users. Many will now have the tools to develop 
sophisticated software of their own without having to 
learn assembly language to get the speed and special 
effects they want. The Amiga from Commodore should 



change the way that we think about educational soft- 
ware. Combined with some of the newer technological 
breakthroughs, such as CD-ROMs, all the predictions 
about the future may not be as bleak as drill and prac- 
tice, drill and practice, drill and practice. 

Why is the Amiga going to be any different from any 
other computer in influencing the wav computers are used 
for learning? The Amiga's features are going to lend them- 
selves to software changes in all areas. The Amiga User 
Interface is going to make using any program easier and 
more "self-documenting." As far as I know, there are very- 
few people who think that software ought to be harder, 
rather than easier, to learn how to use, and as one other 
famous computer has shown, the mouse and menu system 
can be much more efficient than banging away at a key- 
board. So, learning how to use software will be easier — for 
business, home and educational purposes. The mouse and 
menu system of getting information into the Amiga will be 
much easier for children and adults who have not yet 
learned to type. 

Sights and Sounds 

It is easy to see how the sound and graphics capabili- 
ties of the Amiga can be used to enhance even the most 
tedious programs, taking a simple tunc played as a 
reward a few steps further. With the MIDI interface and 
some of the innovative software that is coming out for 
music and sound, the Amiga is an ideal computer for 
teaching music in universities, high schools or any 
other grade level. From the fundamentals of music the- 
ory and scoring to sight reading and band practice. The 
Amiga will be a valuable teacher for anyone who always 
wanted to learn how to play a musical instrument, but 
for one reason or another, didn't wish to hire a private- 
tutor or take lessons. The advances in computer/music 
interfacing do not limit the instruments to keyboards 
or synthesizers, either. Audio input devices now let you 
play almost any instrument into the Amiga, from gui- 
tars to flutes. The music and sound capabilities of the 
Amiga, as creative tools, will also influence film, video 
and even drama departments. 

The graphics capabilities of the Amiga will not only 
brighten a standard display, but with easy and fast ani- 
mation, a student can see results in real time. High res- 
olution and multiple colors will give more meaning to 
images, leaving block-graphics pictures far behind. 
Learning mechanical drawing will not be a lifelong 
career. 

Animated, high-resolution color representations of 
machinery, tools, circuits or most anything, combined 
with mouse-driven software, should cut hours off train- 
ing time, which means that businesses and manufactur- 
ing plants will be looking for a new kind of educational 
software. It is easy to imagine a line of business train- 
ing software with titles like "How to Organize a Meet- 
ing," "How to Use a Spreadsheet," "How to Write a 
Business Letter," "How to Compile a Profit and Loss 
Statement," "How to Plan a Marketing Campaign," etc. 
Just about anything that is taught in a business school 
could be brought to the Amiga in one form or another, 
and with so many opportunities for selling to business, 
it won't be long before software companies start to 
announce "business education" software. 



H2 Premiere 1985 



The built-in, software-driven speech synthesis capabil- 
ities of the Amiga are ideal for teaching languages and 
reading. There have been programs that have tried to 
use speech synthesis as a key to learning, but their 
advance has been hampered by the extra costs involved 
with hardware add-on synthesizers or unintelligible soft- 
ware-driven synthesizers that try to make the computer 
do something that it wasn't designed to do. The Amiga 
was designed to reproduce an extremely wide range of 
sounds and human voices; it's not child's play, but it's 
easily within the machine's capabilities. 

New Technology 

These things are only the start. CD-ROM (Compact 
Disk-Read Only Memory) is a technological advance 
that will no doubt find its way to the Amiga. At a 
recent electronics show, spectators were treated to a 
demonstration of a CD-ROM plaver that contained an 
entire encyclopedia on one nearly indestructible com- 
pact disk. No one has to explain the educational value 
of an encyclopedia, but imagine an encyclopedia, with 
pictures, fitting inside a 5'/," diskette jacket, which can 
be accessed in moments. Combine this with a software 
"course" designed to lead you through a series of the 
encyclopedia's entries in a logical order and you have a 
teaching tool like no other. 

CD-ROM leads to other teaching tools that the Amiga 
not only supports, but encourages — interactive video 
and simulations with a new level of realism. The first 
interactive videos were presented to the public in the 
form of video arcade games. One of the first was a 
graphics cartoon adventure where the player could con- 
trol the action to varying degrees. The system worked 
by using the rapid video access of a laser disk player. 
Various screens were animated and recorded on the 
laser disk, and depending upon what the player 
selected, the software controlling the game would jump 
to that section of the disk in a second or two. There 
was stilt a very noticeable delay between action and dis- 
play of the results, but it was effective enough for one 
major car manufacturer to use the system not to slash 
dragons, but to train assembly line workers, using a 
program where this delay was not critical. On a laser 
disk, they put real video images of auto parts in every 
imaginable configuration. The software was designed to 
train the employee not only how to do things correctly, 
but also to show them what would happen if they did 
things incorrectly. 

The costs involved in making your own laser disk are 
still prohibitive, but the Amiga, with gen-locking hard- 
ware, will be laser-disk compatible right out of the box. 
When read/write or write-once laser technology arrives 
(and this is only months, not years, away), interactive 
video will be in the hands of everyone owning an 
Amiga computer. A program that teaches users about 
the Renaissance artists will bring up video images of 
their paintings, highlight brush strokes or important 
features, then bounce around the video disk and quiz 
you about each one, letting you go backward or for- 
ward, zoom in, study or just browse through the paint- 
ings at will. 

At the heart of the Amiga is a very powerful 68000 
chip that can perform complex mathematical opera- 
tions better than almost any other personal computer. 



With its multi-tasking abilities and a hard disk, the 
Amiga will be an ideal computer for setting up a school 
LAN (Local Area Network). For the serious engineering, 
physics or mathematics student, the Amiga will be invalu- 
able, regardless of the commercial software available. 
Computer science students? They won't need any 
convincing. 

The Best for Last 

The Amiga will be a key in the future of educational 
software because of the people who own the machine. 
The versatility, speed, interfacing capabilities, custom 
chips, user interface and ease of programming are all 
going to combine to give even the most casual Sunday 
programmer the tools of a high-power software devel- 
oper. (Of course, this means that high-power software- 
developers are going to have tools that no other devel- 
opers have ever had before.) What would take an expe- 
rienced assembly language programmer months to 
accomplish on any other machine can be done quickly 
on the Amiga using Basic or Pascal. The graphics, 
sound and animation, being hardware-driven, do not 
depend on a lot of fancy programming skills. With 
sophisticated techniques available to those with less- 
thansophisticated skills, more and more people will 
have a computer that will let them write the kind of 
software that they always wanted to write, but didn't 
have the knuwledge of programming to accomplish. 
Managers with a little computer experience will be able 
to write tutorial programs for new employees, parents 
will be able to write educational programs for their 
children, teachers will be able to write courseware for 
any grade level, and the "real" educational software 
writers will be able to go a lot further than they could 
ever go before. 

If nothing else, educational software will become 
more and more sophisticated as time goes on, and it 
will have to run on whatever computer is current and 
capable. 'The Amiga is, without doubt, capable of han- 
dling whatever a programmer can come up with, and it 
is a sure bet that the Amiga will be around for a long, 
long time. 

The concept of software in education is not just a 
child doing number problems on a computer in a class- 
room — it is an office worker polishing his skills, an 
assembly-line worker learning how to operate a new 
machine, an art department offering "computer paint- 
ing" courses, a businessperson learning a few new 
tricks of the trade, a grad student learning about the 
universe, a musician learning a new instrument, a trav- 
eler learning a new language, a junior-high student 
learning how to type and a journalist learning the capi- 
tals of the states. 

GSW 

Address all author correspondence to Guy Wright, do 
AmigaWorld editorial, 80 Pine St., Peterborough, NH 03458. 



<*^y 




u> 



^*-mtf 



% 



AmigtiUbrhi S3 



Circle 32 on Reader Service card 




MARE YOUR 

IMAGES 

SUITABLE FOR 

REPRODUCTION 

NEW PROCESS 
DIGITAL COLOR SEPARATION 



TM 



Distortion-Free Digital 
Color Separated Image 
Created on the Amiga. 



: S5ImageSet 

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Color Images direct from your disk 

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Forget the poor quality from computer printers. 

Forget the distortions created by photographing the 

screen. Digital process creates Pixel Perfect" images 

for print reproduction. 

Process also available for IBM PC '7 

Compatibles and Apple Macintosh TV . Digital 

Process can create black and white images 

for manuals and ads. 



Amit|>i i-i J IilkIlyii/iiIk. uf ComincHiurt. IWM I'C h m tr.nknidik ut IHM, Ajipli: M.idulo^h is <i trademark ul Appli: CflmputCfSi Uigilal Coloi Separation iind Chcl Perfect are triideiriaikjt nl !in.i-i,i , '" , f Corp, 

Circle 33 on Reader Service card. 



The AMIGA From Commodore 

Now Available At The 64 STORE 



CPU-Motorola 68000 (16/32 bit) COLOR VIDEO 

256K RAM. expandable to 5 1 2K DISPLAY-RGB, Composite or Color TV 

External expansion up to 8 MB 4,096 colors available 

1 92K ROM Highest resolution— 640 x 400 



3 CUSTOM CHIPS 

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TWO-BUTTON MOUSE 

KEYBOARD-89 keys 

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S-l Pmniere 1985 



COMING SOON! 



A few minutes 

and a few 

keystrokes. 

That's all it 

takes to turn 

your personal 

computer into 

a personal 

print shop. 



Your originality 

shines through. 

The starter kit 

of colored 

pinfeed paper 

and matching 

envelopes makes 

it even easier. 



The Print Sfiop 
automatically 

designs & prints 

cards, stationery, 

flyers & banners. 

If you can 

imagine it, 

you can make it! 



THE PRINT SHOP 

The perfect way to express yourself 
with your new Amiga: 




Broderbund 



Everybody's 
creative with 
The Print Shop. 
The program 
guides you along, 
step-by-step, 
even if you've 
never touched a 
computer before. 



Everything 
you need is in 
the program: 
typefaces, 
border designs, 
background 
patterns and 
dozens of 
pictures and 
symbols to Suit 
every purpose 
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Think what 
you'd like to say, 
then put if into 
print with 
The Print Shop! 



Amiga is a registered trademark of Camtnadare-Atmga. For more information about Briderbund and our products, write to us at: 
17 Paul Drive, San Rafael, California 94903-2101 or call (415)479-1170. C 1984, 1985 Brtderbmid Software, In*. 

Circle 20 on Reader Service card. 




By Swain Pratt 




Help Key is a feature that will seek to pro- 
vide answers to those questions about the 
Amiga computer that new users or other inter- 
ested computerists are most likely to ask. The 
answers will be forthcoming, at least initially, 
from members of the staff that developed this 
new computer. Rob Peck, Director of Descrip- 
tive and Graphic Arts at Commodore-Amiga, 
answered the questions in this first installment. 
If you have questions about the Amiga that you 
don't find covered here or in other articles in 
AmigaWorld, send them in to AmigaWorld 
editorial, 80 Pine St., Peterborough, NH 
03458, and we'll do our best to give you satis- 
factory answers. 



Q: Hovt can the Amiga be described 
in broad general terms? 
A: The Amiga persona! com- 
puter is a high-performance, 
low-cost system, with advanced 
graphics and sound features. 
Wc call it the world's first per- 
sonal supermicro. That's a 
strong statement, but it's sub- 
stantiated by the Amiga's 
capabilities, 

Q: How many people were centrally in- 
volved with the development of the 
Amiga? 

A: The core of the development 
staff consisted of about 25 to 30 
people, working for nearly two 
years. 

Q: What central processing unit was 
chosen/or the Amiga? 
A: The 7.8 MHz Motorola 
68000 — one of the most efficient 
and powerful CPUs that exist for 
microcomputers, and one particu- 
larly suited for graphic-intensive 
applications. 



Q: Please describe the Amiga's mem- 
ory capacity. Can users add external 
RAM? 

A: There are 256K of internal 
RAM, and users can add on an- 
other 256K, using a clip-in car- 
tridge, bringing the total 
presently possible to 51 2K, 
within a contiguous address 
space of 16 megabytes. Addi- 
tional external expansion be- 
yond 512K, up to 8 megabytes, 
is possible, and outside vendors 
are currently working on ex- 
panded memory multifunction 
cards. There are 192K of ROM, 
containing a real-time, multi- 
tasking operating system with 
sound, graphics and animation- 
support routines. 

Q: The Amiga has a built-in disk drive. 
What are the details about this device? 
A: It is a built-in, 3|/,-inch dou- 
ble-sided, double-density drive. 
The disks are 80-track, format- 
ted as 1 1 sectors per track, with 
512 bytes per sector, giving a 
total of 880K bytes per disk. 



Q: Can other disk drives be con- 
nected to the Amiga? 
A: Yes; there is provision for 
connecting up to three addi- 
tional drives, which may be 
double-sided, using either 3%- 
or 5/,-inch floppies. 

Q: Is it possible to connect with a 
hard-dish unit? 

A: The hardware and software fea- 
tures of the Amiga fully support 
hard clisk and tape backup units. 

Q: Please describe the Amiga's key- 
board. Will it be possible to connect 
a non-Amiga keyboard? 
A: The keyboard is detached, 
with 89 keys, calculator pad, 
function and cursor keys. The 
information about the keyboard 
output for each of the key- 
strokes is provided, and if some 
other manufacturer wanted to 
produce a more enhanced key- 
board with all the Amiga func- 
tions on it, I think we would 
certainly provide all the details 
necessary for such a connection. 
As far as I am aware, however, 
there is no non-Amiga keyboard 
in the works for this machine. 

Q: Can you use a cassette recorder to 
save and load programs? 
A: N T o, this is not a capability of 
the Amiga. You can, of course, use 
a cassette recorder for recording 
the sounds an Amiga makes. 

Q What about compatibility of var- 
ious modems with the Amiga? 
A: Any standard RS-232 modem 
should work with the machine. 
There will be information in 
the manual that will indicate 
which pin of the Serial port is 
appropriate. We know for cer- 



tain that the Commodore- 
Amiga, Hayes SmartModem and 
Tecmar 2400-baud modem will 
work. In any case, the wiring 
connections will appear in the 
back of the manual. 

Q: How do you connect the Amiga to 
a stereo system? 

A: On the back of the machine 
are two ports — audio jacks — for 
output to the left and right 
stereo channels from four spe- 
cial-purpose audio channels. 

Q: Can I hook the Amiga up to a 
video tape recorder? 
A: The output of the Amiga is 
compatible with XTSC (Na- 
tional Televison Standard Con- 
vention) signals, which means it 
should be perfectly at home 
with your standard video re- 
corder. There are ports for si- 
multaneous XTSC composite 
video and for analog or digital 
RTV output. In addition to 
these connections, the system 
can be expanded to include a 
VCR or camera interface. The 
system is also capable of syn- 
chronizing with an external 
video source and replacing the 
system background color with 
(he external image. This allows 
for the development of fully-in- 
tegrated video images with com- 
puter-generated graphics. Laser- 
disk input is accepted in the 
same manner. This indicates, 
for example, that you should be 
able to connect your Amiga in 
series with your videotape or 
your camera and use the com- 
puter in combination with these 
accessories. 



86 Premiere 1 9S5 






^AfTGsi 



<i. 








\\ 




--1 






% 



i i- 




L O 



^ 



Introducing 

Amiga Draw ! 

A Drafting and Design Tool for the Commodore Amiga 



TM 



Aegis Development, Inc. brings 
creativity to your fingertips! Use 
Amiga Draw to create accurate and 
detailed drawings of anything your 
mind can imagine and then transfer 
those images to plotters, printers, and 
other output devices. Amiga Draw 
was designed specifically for the Amiga 
and takes advantage of all the unique 
and powerful graphics capabilities that 
make this computer so special. You 
can work on several drawings at the 
same time using different windows. 
You may zoom in on an image, or 
open a new window to observe detail 
while keeping the overall view of the 
drawing. Accuracy for the drawing is 
within +/-2,000,000,000 points! Flex- 
ible? Sure! Mark an image and store it 
- or delete it, scale it, rotate it, what- 
ever! Amiga Draw puts you in charge. 

Amiga Draw also supports layer- 

Clrcle 12 on Reader Service card. 



ing of a drawing — You may break up 
a drawing into various components 
allowing all or selected pieces of the 
layers to appear. A house plan can be 
broken into electrical, plumbing, and 
structural layers. The layers can appear 
in different colors, overriding the 
colors of the individual graphic ele- 
ments. 

Mouse, Keyboard, or Tablet input 
with pull down menus is provided. 
Amiga Draw allows you to set the 
physical scale for the output device, 
and create scaled drawings for architec- 
ture, engineering, and charts. Plotting 
can occur in background mode allow- 
ing you to keep working on another 
drawing. Plotters from HP, Epson, 
Comrex, and others are supported. 

Mistakes? Accidental deletion can 
be reversed using the UNDO function. 
Expand your creativity by passing your 



Amiga Draw image into a paint 
system to add flare and solid image 
fills. 

So, if you're serious about your 
Commodore computer, don't you 
think you owe it to yourself to get the 
most out of it? With Amiga Draw, 
your investment can last a lifetime! 

P.S. Don't let your friends use 
Amiga Draw - you'll never get your 
computer back if you do! 

For the dealer nearest you, call 
1-213-306-0735 






Aegis Development, Inc. 
2210 Wilshire Blvd. Suite 277 
Santa Monica, CA 90403 

Anu^.i [ >rj« u ,i [radtmailc nf Ackii [VvHiiprnrni 
Aiiukj is .^ rraJrnijtL <>{ Cunirm>d?>>c l"n!ti|iuirr 
EpM.in it a traiitTTwk uf £f>on America 



Q; What languages are built intn the 
A miga — or plan net! far the future? 
A: A version of Basic is bundled 
with the machine. Other lan- 
guages that will work with the 
Amiga are Logo, Pascal, C and 
Assembler. 

Q: Is the A miga compatible with any 
other computer's hardware or 
software? 

A: At the moment, the machine 
is unique. I can't go into the de- 
tails here, but we are examining 
issues of compatibility with cer- 
tain other levels of software and 
certain other types of operating 
systems. At this point, however, 
the Amiga runs the custom op- 
erating system and will do so 
for the foreseeable future. 

Q: What sort of RS-232 output does 
the Amiga have? 
A: You can set it up for just 
about anything you might want. 
The connections are specified 
on the back. We will have a 
"preferences tool" that will 
come up under our Workbench 
program that will allow you to 
properly configure your Serial 
port for printers. We can sup- 
port up to 19,200 baud as far as 
the transmission is concerned, 
and potentially even higher 
than that, if necessary. 31,500 
baud is, I think, the top, but 
19,200 is the maximum stan- 
dard one might consider. 

Q: What ports are available on the 
Amiga for connecting peripherals? 
A: There's a fully-programmable 
Serial port that will allow, as 
I've mentioned, baud rates up 
to over 31,000; a parallel port, 
also full)' programmable, that's 
normally configured for Cen- 
tronics parallel printer output, 
but that also can be used as a 
high-speed parallel input port; 
two reconfigurablc controller 
ports for connecting a mouse. 
joysticks, light pen, digitizer tab- 
let or paddles; an expansion 



port with full access to the 
68000 bus for adding such ac- 
cessories as RAM and additional 
floppy or hard-disk drives; and 
then the ports for composite 
video, a second floppy-disk 
port, RGB and audio output. 

Q: The Amiga's graphics capabilities 
are reputed to be extraordinary. 
What are the details about these 
great graphics? 

A: The reason for the truly fine 
graphics is that we have three 
custom VLSI circuits to provide 
the graphics — and sound — while 
still allowing the main proces- 
sor to run at full speed most of 
the time. This special-purpose 
hardware gives you the follow- 
ing features. 

The Amiga produces bit- 
plane-generated, high-resolution 
graphics, typically producing a 
320x200 non-interlaced dis- 
play, or 320 x 400 interlaced, in 
32 colors, and a 640 X 200 or 
640x400 display in 16 colors. A 
special Low-resolution mode is 
also available that allows you i<) 
have 4,096 colors onscreen 
simultaneously. 

This custom hardware also in- 
cludes a custom-display co-pro- 
cessor that permits changes to 
any of the system's special-pur- 
pose registers in synchroniza- 
tion with the movement of the 
video beam. This allows special 
effects such as mid-screen 
changes to the color palette, 
splitting the screen into multi- 
ple horizontal slices, each hav- 
ing different video resolutions. 
The co-processor can trigger 
many times per screen, both at 
the beginning of lines and dur- 
ing the blanking interval. The 
co-processor itself can directly 
affect all the registers of the 
special-purpose hardware, thus 
freeing the 68000 for other gen- 
eral-purpose computing tasks. 

The special-purpose hardware 
embodies 32 color registers, 
each of which contains a 12-bit 
number that is split into four 
bits of red, four of green and 
four of blue intensity informa- 



tion. This allows the system 
4.096 different choices of color 
for each register. Although an 
RGB monitor provides the best 
available output for the system 
graphics, the N'TSC signal has 
been carefully designed to pro- 
vide maximum N'TSC compati- 
bility. The signal may be 
videotaped or fed to a standard 
composite video monitor. 

As for sprites, we have eight 
reusable 16-bit-wide sprites, with 
up to 15 color choices per 
sprite-pixel element when 
sprites are paired, or up to four 
choices per pixel element when 
sprites arc used individually. 
The background on which the 
sprites move independently is 
called the playing Field, and the 
sprites can be displayed either 
over or under this background. 
The sprite is a low-resolution, 
16-pixcl-wide object that is an 
arbitrary number of lines tall. 

After producing the last line 
of the sprite on the screen, a 
sprite processor may be used to 
produce yet another sprite im- 
age elsewhere on the screen. 
Thus, you can create many, 
many small sprites by simply 
reusing the sprite processor as 
appropriate. 

The system hardware also 
provides dynamically controlla- 
ble inter-object priority. This 
means that the system can con- 
trol video priority between the 
sprite object and the back- 
ground on the playing field. 
You can determine which object 
appears on top at any given 
time, as well as sensing colli- 
sions between objects or be- 
tween the object and the 
playing field. 

There is also a custom bit-blit- 
ter for high-speed data move- 
ment, adaptable to bit-playing 
animation. The blitter is de- 
signed to efficiently receive data 
from up to three sources, com- 
bine the data in one of 256 dif- 
ferent wavs and optionally store 
the design data in a destination 
area. The bitblitter has a spe- 
cial mode in which it can draw 
patterned lines into a rectangu- 
larly organized memory region 
at a speed of about one million 
dots per second. 



Q: How can users get a detailed de- 
scription of the inner workings of 
the Amiga? Will a hardware man- 
ual be available? 

A: The hardware manual will be 
available at or close to the re- 
lease date of the machine. The 
same information that has been 
distributed to our developers 
will for the most part be avail- 
able to users. This includes a 
hardware manual and a descrip- 
tion of the operating system's 
ROM Kernal routine. 

Q: Is it possible to damage the 
Amiga by typing in anything incor- 
rectly, by turning things on or off in 
the wrong sequence or by plugging 
in peripherals with the power on? 
A: No, you can't damage the 
Amiga by typing errors or by 
switching things on or off in the 
wrong sequence. It is acceptable 
to plug in joysticks, a mouse or 
other peripherals with the 
power on, but we advise that 
you play it safe by plugging in 
peripherals with the power off. 
It's a good practice. 

Q: How often is it advisable to clean 
the disk drive? And how is it best done? 
A: Whatever is generally recom- 
mended as cleaning intervals — 
maybe once a month, unless 
there is very heavy usage. Get a 
good disk-cleaning kit for a Sc- 
inch drive. 

Q: Is it safe to take the disks 
through X-ray machines in airports? 
A: Yes. 



Address all author correspon- 
dence to Swain Pratt, c/o 
AmigaWorld editorial, 80 Pine St., 
Peterborough, NH 03458. 



SS Premiere 1985 



ConmtulationsTbThe 

New Owners Of Amiga; 

The Newest Generation 

In Hardware. 



From Activision: 
The Next Generation In Home Computer Software. 

For new product information call 1-800-633-4263. In California call 415-940-6044/5 (weekdays). 



uy * j ir*drtii*rk^G«i-J!»^JoieAru6iiIrc. t" 1965 Aans»n.liK 



ACTIVISION 



HOME COMPUTER SOFTWARE 



Circle 25 on Reader Service card. 



list of Software 



Program 



Description 



Developer 



Publisher 



Release 
Date 



Amiga Assembler 



Development tools, including macro 
assembler, linkage editor and overlay 
editor for the software community 



Metacomco 



Commodore- 
Amiga 



Chartcraft 



Powerful business graphics package 
for charts and graphs. Produces 3-D, 
shaded, exploded and expanded 
graphs, plus a variety of special effects 
for business presentations 



Island Graphics 



Commodore- 
Amiga 



Launch* 



Amiga LISP 
Amiga Pascal 


Programming languages 


Metacomco^i 


Commodore- 
Amiga 


Launch 


Graphicrajl 


Entry level, but powerful paint 
program, giving user control over 
Amiga's graphics capabilities 


Island Graphics 


Commodore- 
Amiga 


Launch 


Paintcrafi 


Professional level graphics and 
art production program 


Island Graphics 


Commodore- 
Amiga 


Oct. '83 



Oct. '85 




Videocraft 



Advanced animation effects; ad 

image-manipulation program using 
icons and pull-down menus for easy 
and rapid implementation 



Island Graphics 



Commodore 

Amiga 



Textcraft 



Powerful entry level word processor 
stressing ease of use, on-screen 
documentation and templates for 
business letters, memos, etc. 



Arktronics 



Commodore- 



Launch 



Musicrafi 



Amiga ' 



m 



Entry level program featuring the 
Amiga's advanced sound systems and 
capabilities 



Everyware 



Commodore- 
Amiga 



68000 C language compiler for 
Amiga software development in C, 
a language popular because 
of its power and portability 



Lattice 



Commodore- 
Amiga 



Oct. '85 



Launch 



General Isdger Small business programs from the 

Accts Receivable popular Rags to Riches series, 
Accts Payable featuring on-screen documentation, a 

Sales common command set and the ability 

to swap data between programs 



Chang 

Laboratories 



Commodore- 
Amiga 



Amiga TLC Logo 



Enhanced adaptation for the Amiga 
of the TLC-Logo programming 
language for educational applications 



The Lisp Co. 



Commodore- 
Amiga 



Oct. '85 



Oct. '85 



Telecraft 



Easy to use but sophisticated 
communications and terminal 
emulation package 



Software 66 



Commodore- 
Amiga 



Amiga Harmony 



Professional sound synthesis and Cherry Lane Commodore- 

music program from a leading music Technologies Amiga 

publisher 



Oct. '85 



Sept. '85 



90 Premiere 1985 



Program 



Description 



Developer 



Publisher 



Release 
Date 



Flight Simulator State-of-the-art flight simulation 

program using the Amiga's advanced 
graphics animation and sound 



Bruce Artwick 



SynCalc 



Mutant 



Enable 




Enable/DB 



AmigaDOS 



ABasiC 



Commodore- 
Amiga 



Jan. '86 



Sophisticated and multi-featured Synapse/Borland Commodore- Nov. '85 

spreadsheet program; data compatible Amiga ^^k 

with VisiCalc ^fl 



Strategy' arcade game 



Synapse 



Commodore- 
Amiga 



Nov. '85 



k 



Highly acclaimed second-generation 
integrated package with word 
processor, spreadsheet, database, 
telecommunications and graphics 



The Software 
Group 



Commodore- 
Amiga/ 
Software Group 



Nov. '85 



Enable/Write Advanced word processing program The Software 

for professional users; a module of Group 
the Enable package _^y 



Commodore- Launch 

Amiga/ 

Software Group 



m 



Enable/Calc Advanced spreadsheet program for 

professional users; a module of the 
Enable package. Allows data 
compatibility with Lotus 1-2-3 
(including Lotus macros), dBase II 
and VisiCalc fr-A 



The Software 
Group 



Commodore- Oct. '85 

Amiga/Software 

Group 



Advanced database program for 
professional uses; a module of the 
Enable package 



The Software 
Group 



Commodore- Nov, '85 

Amiga/Software 

Group 



BUNDLED WITH THE AMIGA 



Operating system 



Commodore 
Amiga 



Commodore- 
Amiga 



Launch 



Tutorial Text and graphics program Mindscape 

introducing features of the Amiga 



Commodore- 
Amiga 



Launch 



Powerful basic programming 
language with advanced features, 
such as multiple windows for 
editing and debugging 



Microsoft 



Commodore- 
Amiga 



Launch 



Amigascope Rolling demo program featuring the Electronic Arts Commodore- 

graphics capabilities of the Amiga Amiga 



Launch 



Speechcraft Speech program with user-definable 

parameters (male-female voices, etc.) 
allowing unlimited text-to-speech 
conversion 



Softvoice 



Commodore- 
Amiga 



Launch 



^Scheduled for release on or before the Amiga's launch date. 



AmigaWorld 91 




Do you have what 
it takes? 

Are you good enough? 
Can you put your 
thoughts into words 
that sing? 



aES3SEH3IHlK 



We are looking for the 
best, the very best, and for 
the most part, nothing but 
the best articles for publica- 
tion in AmigaWorid. Articles 
that would make your mother 
proud. Articles about the 
Amiga, of course. What it can 
do, where it can take you, 
where it is going, and just 
what is a blitter anyway? An- 
swer an important question 
about the Amiga in clear, un- 
derstandable, human terms, 
or address something trivial in 
an elegant way. People ex- 
pect amazing things from 




their Amigas, and we expect 
nothing less from our authors. 
We have the highest edito- 
rial standards money can 
buy, and we are willing to 
pay real, honest-to-goodness 
cash for just about anything 
that furthers our reputation 
as the ultimate authority on 
the Amiga computer. If you 
think that you know some- 
thing better than the next fel- 
low, then prove it to us and 
yourself. Put it down on 
clean, white paper, double- 
spaced with a new ribbon. 
Then go back, clean up the 
spelling and grammatical er- 
rors, retype it and send it 
in to: 

AmigaWorid 
Submissions 
80 Pine St. 
Peterborough, NH 03458 



We are tough, we are 
hard, and we would like to 
believe that you. . .yes 
you. . .have something to say 
about the Amiga computer 
that will astound our editors 
and impress our readers. If 
you think that you have what 
it takes to survive those 
grueling 6 to 8 weeks while 
we tear your article to 
shreds, then by all means, 
go for it. Just be sure to in- 
clude a self-addressed, 
stamped envelope so we'll 
know where to send the re- 
mains. Then again, if you 
aren't that sure of yourself 
yet, you can always send for 
a copy of our author's 
guidelines first. In fact, that 
might be the best idea. That 
way you won't have to guess 
what our standards are. 

And those few, outstand- 
ing writers who earn our 
stamp of approval can stand 
tall, knowing that they are 
among the few, the chosen, 
the best— they are the 
AmigaWorid Authors! 



STUDS HATCHED! 





BIG DEAL 



Wanna see HOW big a deal? We've all 
seen the old Logos — all seasoning and no 
substance, cute graphics, but not much 
else. * 

Then there's the inscrutable LISP — all 
meat and no potatoes. Perfect for eggheads 
and carnivores in Artificial Intelligence 
work, but for us regular folks, forget it! 
And Yesterday's machines? Old gym socks 
were more powerful. 

So, who could keep the best, sink the rest 
and create a language worthy of your at- 
tention? Who else but THE LISP 
COMPANY (TLC), and our 
TLC™- LOGO. THE Logo for the / 
AMIGA PC. 

"How powerful is it?" you ask. It goes 
beyond our popular companion book 
"THINKING ABOUT TLC™- 
LOGO," beyond the idea 
of computer learning as 
hard and boring, be- 
yond bad puns. 



You start with a turtle named 
STUDS. Use him to draw pretty 
pictures, or to explore mathe- 
matics from simple functions 
to calculus. Want more turtles? 
Hatch'em and ask'em to perform. 
Your wish is their command. 
Want them to cooperate 

with each other? 

* except ours, of course 




TLC™- LOGO'S multi-turtle operations 
reduce multi- processing to child's 
play — or adult's. STUDS isn't picky. 

LOGO WITH A SLIGHT LISP 

TLC" LOGO — THE POWER OF LISP 
WITH SIMPLE SYNTAX 

You can build more objects and ask them 
to perform, too. Objects are built from 
descriptions, and they in turn are built 
from a cornucopia of components — num- 
bers, lists, vectors, functions, even other 
descriptions — all of the building blocks 
that a modern LISP dialect is expected to 
have. Yes, brains and beauty, too! 

And TLC" LOGO IS a modern LISP 
dialect, designed and built by 
a team with over 30 years 
experience in the folklore of 
LISP-Iike languages. Thanks 
to the power of the AMIGA 
PC, no compromises were 
required in this new TLC" 
LOGO. This is a general pur- 
pose language seductive 
enough to make it interest- 
ing, powerful enough to 
make it worthwhile. Three 
key ingredients 

• the power of the 
AMIGA machine 

• the graphics and easy 
use of TLC -LOGO 

• the 1 st class functional 
semantics of LISP 

combine to tickle your 

creative streak. But you 

know and we know that 



the key to successful software is in the 
documentation. Besides our "THINKING 
ABOUT TLC™ LOGO" book, we're in- 
cluding a gargantuan helping of tutorials, 
primers, examples and reference manuals. 
Even more support material is incubating. 

So big deal . . . who needs another Logo? 
This isn't just another Logo, another weak 
introductory graphics language. TLC™- 
LOGO is faithful to its LISP roots, gracefully 
integrating what's been learned about 
LISP-Iike languages in the past 20 years, 
delicately (?) seasoned with notions from 
object-oriented programming, and boast- 
ing an exterior tastefully decorated with 
graffiti from turtle graphics and the best of 
mouse-driven interaction. The result? A 
^powerful, elegant language that can ex- 
plore programming notions in graphics, in 
general purpose applications, and in Ar- 
tificial Intelligence. You can design your 
own video delights, animate armies of 
turtles and generally have a good time. 

Now that IS a big deal. 

So welcome the AMIGA PC and welcome 
TLC™- LOGO — a language worth thinking 



about 



TLC" LOGO for the AMIGA 




TLC-LOGO 

IT IS A BIG DEAL 




THE LISP CO. (TLC) 

430 MONTEREY AVE. #4 

LOS GATOS, CA 95030 

(408) 354-3668 



Circle 9 on Reader Service card. 




If the space program had advanced as fast as 

the computer industry 

this might he 

the view 

from 

your i 

office. 



« - 



r 




^ 






And space stations, Martian colonies, and interstellar probes 
might already be commonplace. Does that sound outlandish? Then 
bear these facts in mind: 

In 1946 ENIAC was the scientific marvel of the day. This 
computer weighed 30 tons, stood two stories high, covered 
15,000 square feet, and cost $486,840.22 in 1946 dollars. Today 
a $2,000 kneetop portable can add and subtract more than 20 
times faster. And, by 1990. the average digital watch will have as 
much computing power as ENIAC. 

The collective brainpower of the computers sold in the next 
two years will equal that of all the computers sold from the 
beginning to now. Four years from now it will have doubled 
again. 

It's hard to remember that this is science fact, not fiction. How do 
people keep pace with change like this? That's where we come in. 
We're CW Communications/Inc— the world's largest publisher of 
computer-related newspapers and magazines. 

Every month over 9,000,000 people 
read one or more of our publications 

Nobody reaches more computer-involved people around the 
world than we do. And nobody covers as many markets. In the 
United States we publish three computer/business journals. Micro 
Market world, for businesses selling small computers and software. 
On Communications, the monthly publication covering the evolving 
communications scene. And Computerworld, the newsweekly for the 
computer community, which is the largest specialized business 
publication of any kind in this country. 



We also offer eight personal computer publications. InfoWorid, 
the personal computer weekly, is a general interest magazine for all 
personal computer users. 

The other seven are monthly magazines that concentrate on 
specific microcomputer systems. PC World, the comprehensive 
guide to IBM personal computers and compatibles. inCider, the 
Apple II journal. Macworld, the Macintosh magazine. 80 Micro, the 
magazine for TRS-80 users. HOT CoCo, the magazine for TRS-80 
Color Computer and MC-10 users. And RUN, the Commodore 64 
& VIC-20 magazine. And one is bi-monthly. AmigaWorld, exploring 
the Amiga from Commodore. 

And we have similar publications in every major computer market 
in the world. Our network of more than 55 periodicals serves over 25 
countries. Argentina, Australia, Brazil, Canada, Chile, Denmark, 
Finland. France. Greece, India, Israel, Italy, Japan, Korea, Mexico, 
The Netherlands, Norway, People's Republic of China, Saudi Ara- 
bia, Southeast Asia, South Africa, Spain, Sweden, United Kingdom, 
United States, Venezuela and West Germany. 

The sooner we hear from you, 
the sooner you'll hear from our readers 

Simply put, we'll make it easy for you to reach your target 
audience— and for them to reach you. Call today for more informa- 
tion. You'll find the number below. 




CW COMMUNICATIONS INC. 

375 Cochituate Road, Box 880 
Framingham MA 01701 (617) 879-0700 



«M& 





Blind dates and buying software 
have a lot in common: 

It's not always easy to spot a dog! 



Icon Review™ welcomes the 
Commodore Amiga™ 

We have labored into the wee hours exploring our new 
Amigas and scouting for innovative software. We're excited! 

Amiga Software HotList 

So excited that we are working feverishly to compile an 

up-to-date HotList of 
outstanding Amiga software 
that is available today. We 
help you separate the win- 
ners from the dogs. 



Buy Direct 

ICON REVIEW is a direct 
marketing conduit supplying 
software products to you, the 
end user. ICON REVIEW 
offers software shoppers the 
convenience and low prices of 
telemarketing/direct mail 
together with accurate pro- 
duct information and per- 
sonalized service. 




I'm Dennis Moncrief a fellow Amiga 
enthusiast and a lough critic, it's my 
intention to offer you the finest soft- 
ware and accessories at rock bottom 
prices. Call us today. 



Amiga's Product Boom 

Third party developers will soon be flooding the market 
with all manner of exciting software and accessories for the 
Amiga. ICON REVIEW will be there to help you benefit 
from this new industry. 

AmigaWare™ 

ICON REVIEW, in conjuntion with it's sister company, 
MindWork Software, will be marketing its own line of 




software for the Amiga under the 
AmigaWare™ label. 

Call Today — TOLL FREE 

If you see a promising softwate 
product, mentioned or advertised in 
this issue of AmigaWorld, call us today. 
We'll have an up-to-date product HotList 
covering the quality products shipping now. 
If it's currently available, chances are we'll have it in stock 
at a close-to-incredible, low price. 

Maximillian™ From Tardis Software 

Maximillian is a breakthrough design in multi-tasking, integrated 
software for the Amiga. Includes MaxiCalc, MaxiWord, MaxiGraph, 
and MaxiTerm. Call for availability $175. 

Also from Tardis — The Amiga Programmers Library: 
T-Make, C-Leamer, Tool Paks I and II $49. each 



Special low price for Amiga developers 
CALL TOLL FREE In California 

800/228-8910 800/824-8175 



Review 



WW**** 



LlO* 1 



*t 



**\ 



1M 






(JflflJ 



Resource for Amiga and Macintosh software 

Post Office Box 2566 • Monterey, CA 93942 

$97A Corral tU Tierrj - Sjtinjs, CA 93908 



Amigx is i iradtmirk of Commodore Irucimtionil 

Micimoih is i iridfmiifc hfCnsrj to Apple Cera put ct. Jrw 

Uoti Review. Mindttbric Software and AmigiVE'irr ate iradrmaiki of MtfldWork EflMpfiin. In* 

lion Bcvie* *nd MindWcrfc Swfrware in dftrfaiMi of MindWc-rk Enitipriir*. Inc. 



E Copyrtjthi 1081 MindWork Enierpriji 



Reader Service #7 




List of Advertisers 



Reader Service 



nee 






Reader Service 


25 


Activision Inc., 89 




2 


12 


Aegis, 87 




30 


10 


Arktronics, 34 




7 


13 


Borland Int'l, 25 




32 


20 


Broderbund Software 


85 


21 


4 


Chang Labs, 61 




8 


6 


Cherry Lane, 73 




23 


* 


Commodore AMIGA 


CIV, 35, 


9 




39, 59 




31 


*• 


CW Communications, 


94, 


16 

3 

15 

18 

5 

33 



Electronic Arts, 6, 7 

Every ware Inc., 31 

Icon Review, 95 

Image Set, 84 

Innovative Technologies, 75 

Island Graphics GUI 

Lattice Inc., 24 

Lisp Co., 93 

Manx Software, 79 

Metacomco, 80 

Mindscape, 5 

Software Group, 41 

Tardis Inc., 12, 13 

Tecmar Inc. CII, 1 

The 64 Store, 84 



Coming Next Issue 



White-Collar Amiga The Amiga is ideally suited 

for lhe office, and this article explores some of the ways in 
which the Amiga can be used in the business environment 



Telecommunications — An introduce 



ion to 



telecommunications for Amiga users, with a special focus on 
the offii e. 



Behind the Scenes at Commodore- 
Amiga A look at the company, the people and the ideas 

that went into making the Amiga computer what U is today. 

What is MIDI? An in-depth discussion of the MIDI 

interface, explaining what MIDI technology is and how it will 
be used on the Amiga. What does MIDI mean to people in 
the music business, and what will il mean to people in other 
professions? 



PIUS Other features, columns, etuestions and answers and 

a few surprises that will make AmigaWbrld worth every penny. 



Hors d'oeuvres 

Unique applications, tips 
and stuff 



You may be using your Amiga at work, you may be using 
it at home, or you may be using it in the back seat of your 
car, but in some way or other, you are going to be using 
your Amiga in a slightly different way than anyone else. You 
are going to be running across little things that will help you 
to do something faster or easier or more elegantly. 

AmigaWorld would like to share those shortcuts, ideas, 
unique applications, programming tips, things to avoid, things 
to try, etc., with everyone, and we'll reward you for your 
efforts with a colorful, appetizing, official AmigaWorld T-shirt. 
(Just remember to tell us your size.) 

Send it in, no matter how outrageous, clever, obvious, 
humorous, subtle, stupid, awesome or bizarre. We will read 
anything, but we won't return it, so keep a copy for yourself. 
In cases of duplication, T-shirts are awarded on a first come, 
first serve basis. 

So, put on your thinking berets and rush those sugges- 
tions to: 

Hors d'oeuvres 
AmigaWorld editorial 
80 Pine St. 
Peterborough, NH 03458 



96 frrmirre 1 98? 




Reader Service 

This card valid until November 30, 1985. 



□ Mr. 

C] Mrs. Name. 



.Tide. 



□ Ms. Address. 
Citv 



. State . 



.Zip. 



Telephone ( ) - 



A. Do you own an Amiga computer? 
ni.V« D2.No 

B. Do vou mieiKl to purchase one? 

□ |, Y« n 2. No G 3. Maybe 

C- Whai microcomputers do you currently own? 

□ I.CunimiHiurr CM. IBM 
D 2, Radio Shirt Q 5. Aurt 

□ 3 Apple 

U. What primary application are you unrig your microcomputer for? 

□ I. Word Protesting C 5. Comoninicaliani 

□ 2. Home Application! D & Develop Application! 

□ 3. Graphics □ 7. Develop Program! 

□ 4. Miiui- G 8. Database Management 



□ 6. Other (Please Specify) _ 
D 7. None 



D 9, Education 

U 10. Buiinws 

C 1 1 . Lmeruimnem 

□ 12. Other (Please Specify). 



K. What topics would you like to see covered in future issue* or AmigaWorld? (Plcalc check all thai apply.) 
D I. Graphics D 6- Product Reviews Oil. Dau&uei 

D 2. Operating System D 7- Programming Languages Q 1 2. Industry Profiles and Scwi 

O i. Bw&Wfl Applications D &■ Programming Technique* D 1 3- Other (Please Specify) 

Z -i. Telecommunication* O <J. Music and Sound 

G h. Educational Applications C 10. Word Processing 



CIRCLE NUMBERS 1 ( )R MORE INFORMATION 



IS 



6 II 

7 12 17 22 

8 13 18 23 

9 14 19 84 



III IS 



20 



101 106 111 Ilfi 121 

11)2 1117 112 117 152 

11)3 108 113 118 123 

11)1 109 111 119 121 

ll),"i llll 115 121) 125 



2111 206 211 216 221 
1(12 207 212 217 222 
203 208 213 218 223 
2IH 209 214 219 224 
209 211) 215 22» 225 



:iil MS 311 316 321 

MS 3117 312 317 322 
SOS MS 313 3 1H 323 
3114 309 .114 319 324 

305 310 sir. 320 32.1 



4111 400 411 416 421 
1(12 107 412 41" 122 
411:1 Ins 413 418 423 
401 409 414 419 424 
4109 490 415 420 42". 



26 31 SO II 40 

27 32 37 42 47 
2S 33 38 43 48 
29 34 39 44 49 
50 35 411 45 50 



120 131 131". 141 146 

127 132 137 142 147 

128 133 138 143 148 

129 134 139 144 149 

130 135 140 145 ISO 



226 231 236 21 1 246 

227 232 2.17 2 12 217 

228 233 238 243 218 

229 234 239 244 219 
23M 235 21" 245 150 



32li 331 336 341 346 

327 332 337 342 347 

328 333 338 343 348 

329 334 339 344 349 
331) 335 340 345 350 



426 431 436 441 446 

427 432 437 I 12 147 

428 433 438 443 448 

429 434 439 444 449 

430 435 410 445 150 



51 56 61 (56 71 

52 57 62 67 72 

53 58 63 68 73 

54 59 64 69 74 

55 60 65 70 75 



151 156 161 166 171 

152 157 162 167 172 

153 158 163 168 173 

154 159 164 169 174 

155 I Ml 165 170 175 



251 256 261 266 271 

252 257 262 267 272 

253 258 263 268 273 

254 259 264 269 274 

255 2611 26". 270 275 



I.M 356 161 366 171 

352 357 362 31.7 372 

353 35H 363 3158 373 

354 359 364 369 374 

355 360 365 371) 375 



451 456 461 466 471 

452 457 162 467 472 

453 458 463 468 473 

454 459 464 469 474 

455 4641 465 470 475 



76 81 86 91 96 

77 82 87 92 97 

78 33 88 93 98 

79 84 89 94 99 

80 85 90 95 100 



176 161 186 191 196 

177 182 187 192 197 

178 183 188 193 198 

179 184 189 194 199 

180 185 190 195 300 



27ft 281 286 291 296 

277 182 287 292 397 

278 283 288 293 298 

279 284 289 294 299 

280 285 290 295 300 



376 381 386 391 396 

377 382 387 392 397 

378 383 388 393 398 

379 384 389 394 399 

380 385 3911 395 4110 



476 481 486 491 496 

477 482 487 492 497 

478 483 488 493 498 

479 484 489 494 499 

480 485 491) 495 500 



K Which of the IbUowtBg types of software do you plan 16. purchase for your Amiga? 

□ 1, Education D 5. Home Management 9. Entertainment 

□ 2 Word Processing □ 6. Business D 10. Other (Please Specify). 
D 3. Utilities □ 7. Stock Market Analysis 

D 4- Database O 8 Tax Preparation 

G, What is your age? 
□ I. Under 18 
D 2. 18-24 

H. What is your education leve 
Q I. Grade School 
% High SelitK.I 



□ 3. 35-34 
D 4. 35- 49 



□ 3 Attended College 
C 4. Graduated College 



1. What is .flu. annual household income? 
O 1. Less than 115.000 □ 4. $35-»29.999 

D 2. 115-J 1 9.999 n 5. 130-J34.999 

Q 3. J20-J24.999 D 6. t35-M9.999 



J. What is sous {.ccupaljon? 

□ 1. Engineer/Scientist 

□ 2. Middle Management 
D 3. Professional 



H 4 Top Management 
D 5 Technician 
i Retired 



□ 5- 50-64 
D 6. Oser 05 



D 5. Some Graduate School 
n 6 Post Graduate School 



D T.J50-P4.999 
D 8- !75-t*!,999 
D 9. Over $100,000 



D 7. Student 
O 8. Sales 
□ 9. Secretary 



K- Is this your copy of AmigaWorld? 

D I . Yes □ 2. No 

I- IT you are not a subscriber, please circle 499 

M. If vou would like a one year subscription n AmigaWorld (Si* Issues), please circle 500 on the Reader Service Card. 

Lath subscription costs 114 97 

(Canada 1 Menieo $17 97. Foreign Surface (34.97, one sear onlyl. Please allots 10-12 weeks for delivery. 



September/October 1985 



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OMr. 

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CIRCLE NUMBERS FOR MORE INFORMATION 


1 6 11 16 21 


26 31 36 41 46 


51 56 61 66 71 


76 61 86 91 96 


2 7 12 17 42 


27 32 37 42 47 


52 57 62 67 72 


77 82 87 92 97 


3 8 13 18 23 


28 33 38 43 48 


53 58 63 68 73 


78 83 88 93 98 


4 9 14 19 24 


29 34 39 44 49 


54 59 64 69 74 


79 84 89 94 99 


5 10 15 20 25 


30 35 40 45 50 


55 60 65 70 75 


80 85 90 95 100 


101 106 III 116 121 


126 131 136 141 146 


151 156 161 166 171 


176 181 186 191 196 


182 107 112 117 122 


127 132 137 142 147 


152 157 162 167 172 


177 182 187 192 197 


103 108 113 118 123 


128 133 138 143 148 


153 158 163 168 173 


178 183 188 193 198 


104 109 114 119 124 


129 134 139 144 149 


154 159 164 169 174 


179 184 189 194 199 


105 110 115 120 125 


130 135 140 145 150 


155 160 165 170 175 


180 185 190 195 200 


21)1 206 211 216 221 


226 231 236 241 246 


251 256 261 266 271 


276 281 286 291 296 


202 2117 212 217 222 


227 232 237 242 247 


252 257 362 267 272 


277 282 287 292 297 


203 2118 213 218 223 


228 233 238 243 248 


253 258 263 268 273 


278 283 288 293 298 


204 309 214 219 224 


229 234 239 244 249 


25 i 259 264 269 27 1 


279 284 289 294 299 


2i>5 210 215 22(1 225 


230 235 2411 245 2511 


2:,-. 260 2i,- 27!,i 27.'i 


280 285 290 295 318) 


301 306 311 316 321 


326 331 336 341 346 


351 356 361 366 371 


376 381 386 391 396 


302 307 312 317 322 


327 332 337 342 347 


352 357 362 367 372 


377 382 387 392 397 


303 308 313 318 323 


328 333 338 .343 348 


353 358 363 368 373 


378 383 388 393 398 


304 309 314 319 324 


339 334 339 344 349 


354 359 364 369 374 


379 384 389 394 399 


305 310 315 32(1 325 


330 335 340 345 350 


355 364) 365 3711 375 


380 385 390 395 400 


401 406 411 41ft 421 


426 431 436 441 446 


451 456 461 466 471 


476 481 486 491 496 


402 407 412 417 122 


427 432 437 442 447 


452 457 462 467 472 


477 482 487 492 497 


4113 408 413 418 423 


428 433 438 443 448 


453 458 463 468 473 


478 463 488 493 498 


4144 409 414 419 424 


429 434 439 444 449 


454 459 464 469 474 


479 484 489 494 499 


495 410 415 420 425 


430 435 440 445 4511 


455 460 465 470 475 


480 485 490 495 500 



A Do you own an Amiga computer? 

C I. Ye* D I. No 

B. Do you intend lo purchase one? 

□ l.Vei D2.Na DS. Maybe 

C. What miiTToectrriputeri do vou currently own? 

□ 1. Commodore D 4. IBM 
U 2. Radio Stuck D 5. Atari 

□ 3. Apple 



tl.Wh.il primary application . 
Q J. WoTd Pti n:eii.ii rg 
D 2. Home Application! 

□ 5. Graphics 

□ 4. MuMc 



t you using youi murocompulct for? 
D 1. Communication! 
D 6, Develop Applications 
D 7. Develop Programs 
D H Database Management 



□ 6- Other (Please Specify) . 
n 7. None 



O 9. Education 

□ 10. Business 

D II. Entertainment 

D 12, Other (Please Specify). 



E- What topics would you like to see Covered in future 
D 1. Graphics 
G 2. Operating Svstem 
G 3. Huiinoi A.ppti<.alitm» 
G 4.Tclecornmuiikatioft* 
G 5 Educational Applkatiunt 



□ -6. Product Review 

G 7. Programming Languages 

D M Programming Techniquei 

O '1 Music and Sound 

If). Word Proce».yu,si 



of AmigaWoTld? (Please check all that apply.) 



G I I.Daiaha*e* 

G 12. Industry Profiles and News 

O 1 3. Olheii (Pleas* Specify) 



V- Which of the fallowing types of software do you plan to purchase for your Anugv 

.. I E.d U ca.it in D 5, Home Management D 9. Entertainment 

D 2- Word Proeesiing D 6. Business O 10- Other (Pleas* Specify) _ 

~ 3. Utilities D 7. Stock Market Analysts 

G 4. Database O *- Taa Preparation 



C What it your age? 
G 1. Under IH 
G 2. 18-24 

II. What is >our edui Jlion level: 
G 1. Grade School 
G 2: High School 

I What n vour annual household 
D LL«*ihaiit]&.(iWJ 
□ 2. IIS-J19.9W 
G 3. $Z0-(1H,7>y.l 



J. What i* your occupation 5 
Q i.Engineerfiicientist 
O ... Middle Management 
G 5. Profesiional 



Q 3. H3-3* 
□ A 33-4,9 



LJ 3 Attended College 
D 4. Graduated College 



D 5. $30-134 ,099 
□ 6.I3&-J4.9.999 



G 4. Top Management 
P 3 Technician 
G B. Re. i red 



n 5. 50-64 
G 6. Over 63 



G 5. Some Ciraduate School 
G 6. Post Graduate School 



G 7$30-J74 h !>M 
D a.*73-J99.y99 
U 9.t)ver$L00,00o 



3 7. Student 

D 8. Sales 

G 9. SecTeiary 



K, h this. Vi 'ur f'.'py of AnTLgaWnrld? 

G l.Ves G 2. No 

L. 11 you j if- ni>. a .u1->. nhrr. please circle 490. 

M. If you would like a one year »ub«Jiptiofl ID AmigaWorld (Sis litue*), please circle 300 on the Header Semite Car d- 

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September/October 1985 




AmigaWorld 

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• AmigaWorld. . . the only Amiga-specific 
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• AmigaWorld. . . where expert authors will 
lead you through ihe exciting and 
revolutionary features of the Amiga! 

• AmigaWorld. . .helping you discover and 
utilize a whole new world of computer 
graphics and sounds! 

• AmigaWorld. . .because creative 
computing was never so exciting and 
easy! 




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It's the lowest subscription offer you'll 
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computer magazine for users of the newest 
Commodore computer. 

• AmigaWorld. . .the only Amiga-specific 
magazine on the market. It's as fresh and 
dazzling as the computer itself! 

• AmigaWorld. . . where expert authors will 
lead you through the exciting and 
revolutionary features of the Amiga! 

• AmigaWorld. . . helping you discover and 
utilize a whole new world of computer 
graphics and sounds! 

• AmigaWorld. . .because creative 
computing was never so exciting and 
easy! 




Get 1 Year (Six Issues) 

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AFEASTFQRTHEEYES 
IN16.8MLUONFbWRS. 

ISLAND GRAPHICS 



)ervices 




graphics software they came to Island Graphics 



product demos they came to Island Graphics 



same. For all your computer graphics 






Corp. When Commodore needed Amiga in-si 



Creative. And for launch pizzazz they did the 



needs — call Island, Creative. 




JlMrt^ 



■' 



Softwart and dirid Jii/ilrt/ separations 



tUt> fl/mnrt: nf tUp hlnn/i \A/riti> r>r mil ]<;\nwA Crahhirs C)»p Harhnr Firine Snuwhio C aliiarnia Q.)Oh'i Uw VO-WOO 



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